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Crownsguard
| Level | Proficiency Bonus | Magic Points | Warp | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|---|---|---|
| 1st | +2 | 1 | 10/30 | Magical Reservoir, Crystalline Armory, Warp | — | — | — | — | — | — |
| 2nd | +2 | 2 | 10/30 | Spellcasting, Link Strike | 2 | 2 | — | — | — | — |
| 3rd | +2 | 3 | 20/60 | Crownsguard Focus | 2 | 3 | — | — | — | — |
| 4th | +2 | 4 | 20/60 | Ability Score Improvement | 2 | 3 | — | — | — | — |
| 5th | +3 | 5 | 30/90 | Extra Attack | 2 | 3 | 2 | — | — | — |
| 6th | +3 | 6 | 30/90 | Crownsguard Focus Feature, Phantom Weapons | 3 | 4 | 2 | — | — | — |
| 7th | +3 | 7 | 40/120 | Evasion | 3 | 4 | 3 | — | — | — |
| 8th | +3 | 8 | 40/120 | Ability Score Improvement | 3 | 4 | 3 | — | — | — |
| 9th | +4 | 9 | 50/150 | ─ | 3 | 4 | 3 | 2 | — | — |
| 10th | +4 | 10 | 50/150 | Phasing, Crownsguard Focus Feature | 4 | 4 | 3 | 2 | — | — |
| 11th | +4 | 11 | 60/180 | Improved Phantom Weapons | 4 | 4 | 3 | 3 | — | — |
| 12th | +4 | 12 | 60/180 | Ability Score Improvement | 4 | 4 | 3 | 3 | — | — |
| 13th | +5 | 13 | 70/210 | ─ | 4 | 4 | 3 | 3 | 1 | — |
| 14th | +5 | 14 | 70/210 | Crownsguard Focus Feature | 4 | 4 | 3 | 3 | 1 | — |
| 15th | +5 | 15 | 80/240 | Power of the Crystal | 4 | 4 | 3 | 3 | 2 | — |
| 16th | +5 | 16 | 80/240 | Ability Score Improvement | 4 | 4 | 3 | 3 | 2 | — |
| 17th | +6 | 17 | 90/270 | ─ | 4 | 4 | 3 | 3 | 2 | 1 |
| 18th | +6 | 18 | 90/270 | Crownsguard Focus Feature | 4 | 4 | 3 | 3 | 3 | 1 |
| 19th | +6 | 19 | 100/300 | Ability Score Improvement | 4 | 4 | 3 | 3 | 3 | 2 |
| 20th | +6 | 20 | 100/300 | Destiny | 4 | 4 | 3 | 3 | 3 | 2 |
Crownsguard
The military force of the Crown City of Insomnia in Final Fantasy XV. It is a royal guard tasked with the protection of the royal family of Lucis, the citadel, and the citizens.
The crownsguard focuses as a countermeasure group. They are elite soldiers gifted with the power of the crystal and the king. They are made up of the citizens of Lucis from Insomnia and the surrounding cities.
Masters of teamwork
Members of the crownsguard excel at teamwork, creating opportunities for others and supporting their strengths. A few members is all that is needed to make up a unit. Thanks to their versatility and training, they are able to lead their teams into battle in the name of the king and their homes.
Light in the darkness
When darkness fell upon the world, members of the crownsguard gathered together to work against the long night. They gathered components to bring artificial light to the people, until the King of Light came to pass. The crownsguard will fight for a brighter tomorrow.
Creating a Crownsguard
When Creating a Crownsguard, consider what you are protecting. Consider where you are getting your power from and how you are connected to the source. It may be from your innate powers, or your loyalty to royalty. It may be provided by a god or crystal. Wherever it comes from, you hope to use it to help those around you, as you fight your destiny.
Quick Build
You can make a crownsguard quickly by following these suggestions. First, make Charisma your highest ability score, followed by Dexterity. Second, choose the Noble Background.
Class Features
Hit Points
Hit Dice:
1d8 per crownsguard level
Hit Points at 1st Level:
8 + your Constitution modifier
Hit Points at Higher Levels:
1d8 (or 5) + your Constitution modifier per crownsguard level after 1st
Proficiencies
Armor:
Light armor, medium armor, shields
Weapons:
Simple weapons, martial weapons
Tools:
Land Vehicles, Sea Vehicles, Air Vehicles
Saving Throws:
Wisdom, Charisma
Skills:
Choose two from Acrobatics, Arcana, Insight, Perception, Persuasion, and Stealth
Equipment
You start with the following equipment in addition to the equipment granted by your background:
- (a) one martial weapon or (b) 2 simple weapons
- (a) a shortbow and a quiver of 20 arrows or (b) a shield
- (a) chain shirt or (b) leather armor
- Explorer's pack and a component pouch
Alternatively, you can ignore the equipment from your class and background, and start with 5d4 x 10 gp.
Magical Reservoir
You have a reservoir of innate magical power within yourself or you have access to a magical reservoir. This reservoir is represented by Magic Points or MP, which allow you to create a variety of effects. If an option requires a saving throw, your Crownsguard save DC is calculated as follows:
Crownsguard Save DC = 8 + your proficiency bonus + you charisma modifier
Magic Points
You have 1 magic point, and you gain one additional point every time you level up in this class. You can never have more MP than shown on the table for your level.
When you finish a short, you regain MP equal to your proficiency modifier.
You regain all spent MP when you finish a long rest.
Magic Recovery
For a bonus action, you may expend a spell slot to gain MP equal to that spell's level.
Crystal Armory
A crownsguard can manifest items from their armory. Over the course of 1 hour, you can bond a weapon or shield as Gear to you. You can dismiss Gear at will, shunting it into an extradimensional space. You can summon it to your hand as a bonus action. You can bond up to a number of Gear equal to half your charisma modifier + 1 (Minimum 1). If you spend 1 MP, you can summon a Gear at will. You may store other items in the Crystal Armory up to your weight limit. Each Gear must be a different type of item or a Magic item.
All Gear without two-handed or heavy gain finesse. You can't use versatile.
Two weapons with the light attribute may be treated as 1 Gear.
Warp
You gain the knowledge to teleport in certain situations. You can perform the following actions.
Warp Strike: Using magic, you may throw any weapon in your possession as if it has the thrown property. The Crownsguard table shows how far you can throw your weapon. You can teleport to a weapon you have thrown or gear by spending 1 MP. When you do this, you are holding the weapon, ready to use it.
You can bring along objects as long as their weight doesn't exceed what you can carry. You can also teleport willing creatures of your size or smaller who is carrying gear up to its carrying capacity.
Point Warp: Starting at 4th level, once per turn, spend 4 MP, you can teleport up to your throw range to an unoccupied space you can see.
Spellcasting
By the time you reach 2nd level, the Magical Reservoir has gifted you with natural magical talent.
Cantrips
You know two cantrips of your choice at this level and you learn additional cantrips at later levels as shown in the cantrips column on the crownsguard spellcasting table.
Spell Slots
The Crownsguard table shows how many spell slots you have to cast your crownsguard spells. To cast one of your crownsguard spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
Crownsguard Spell List
The Crownsguard Spell List is made up from the Final Fantasy spell list shown below. From the spell list, Crownsguard know spells from the Black magic, White magic, and Green magic list. Choose two lists that you can know up to 5th level spells. The last list will only have spells available up to 3rd level.
Spells Known of 1st Level and Higher
You know a number of spells of your choice from the Crownsguard spell list equal to your Charisma modifier + half your Crownsguard level, rounded down (minimum of one spell). Each of these spells must be of a level for which you have spell slots.
Additionally, when your Charisma modifier + half your Crownsguard level would let you have another spell, you may immediately learn one spell for which you have spell slots.
You can change your list of known spells when you finish a long rest, but only one spell.
Spellcasting Ability
As a Crownsguard your spellcasting ability is Charisma as you must draw on the arcane power from around you to cast magic. You use your Charisma whenever a spell refers to your spellcasting ability. In addition you use your Charisma when setting the saving throw DC for a Crownsguard spell you cast or when making an attack roll with one.
Spell Save DC = 8 + your proficiency bonus + you charisma modifier
Spell Attack Modifier = your proficiency bonus + your charisma modifier
Ritual Casting
You can cast a crownsguard spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Link Strike
At level 2, you have learned to work in sync with your allies. If you attack a target with advantage, an ally may use their reaction to make an attack against that target with advantage.
If a melee attack misses you, check the die roll of the attack against your proficiency + charisma modifier. On a fail, you may use your reaction to make an attack against that attacker with advantage.
Crownsguard Focus
At 3rd level, you choose a focus that allows you to specialize your skills. You gain abilities based on that focus and gain more at 6th, 10th, 15th, and 18th level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability score of your choice by 1. As normal you can't increase an ability score above 20 using this feature.
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Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Phantom Weapons
At level 6, you imbue all Crystal Armory weapons with the king's power. All gear in the Crystal Armory are considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.
Evasion
Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Phasing
Starting at 10th level, you gain the ability to phase through danger. Whenever you must make a saving throw, you gain a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to have this bonus.
This does not stack with similar abilities.
Improved Phantom Weapons
At level 11, the power of your crystal armory improves. All gear deal a bonus 1d8 damage of the same type.
Power of the Crystal
Starting at 15th level, the powers of Lucii shine through the darkness.
Your noncantrip spells that use your reaction cannot be counterspelled.
A Crownsguard's class abilities cannot be mitigated, suppressed, or nullified.
Ascension
When you reach 20th level you have come to accept your powers to bring about hope. Your masterful movements and tactics complement your party in every way and your spirit boosts the morale of your team tenfold. Your current Charisma score and maximum score increases by 4.
As an action, you ascend to gaining the powers of the crystal. You have resistance to all damage for 1 minute. You are unable to die, but if you drop to 0 HP, you still become unconscious. After this effect ends, you resume dying.
Once you use this feature, you can't use it again until you finish a long rest.
Shield of the King
Shields of the king follow through on their namesake. Regardless of how they feel about their king, they hold them to a high standard to ensure that they are the best. This usually ends up with them being brutally honest and blunt. They will not hesitate to rush to the defense of their allies.
The Tall's Talisman
Starting at 3rd level, you gain proficiency in the Athletics and Survival skill. If you are already proficient in these skills, you add double your proficiency bonus to checks you make with them.
You gain proficiency with Heavy Armor.
You ignore all class, race, spell, and level requirements on attuning to weapon or shield.
Glaive Arts
Starting at 3rd level, you learn to use powerful techniques. You start with the following technique.
Earthshatter: With a powerful thrust into the ground, you disrupt an enemy in your way. When you hit a creature with a melee weapon attack, spend 1 MP to deal an additional 1d6 piercing damage and cause the ground around the target in a 5-foot-radius to become difficult terrain.
Only one Technique may be used per turn.
You learn two additional techniques at 6th, 10th, and 15th level.
Teamwork Tactics
Starting at 6th level, you learn 2 teamwork tactic from the list below. You learn one additional teamwork tactic at 10th, 15th, and 18th level.
Reflex: As a trained bodyguard, you are always ready to react to enemies. As a bonus action, spend 2 MP to enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction. After an enemy in range of you attacks you, you may use your reaction to make an immediate attack against them with advantage.
Engage: You are not afraid to get up close. As a bonus action, spend 1 MP to move up to your movement speed toward a hostile creature you can see or hear. You must end this move closer to the enemy than you started.
Intercept: You will always protect your friends. If an ally within 15 feet of you is attacked or is a target of an ability requiring a saving throw, you can use your reaction and spend 1 MP to move next to that target and redirect that attack or ability to you. You change your active gear to a shield. If you are not holding a gear, you may store or drop what you are holding. If it hits, the damage dealt is reduced by half your Crownsguard level + your Charisma modifier.
Antagonize: You know the proper way to anger someone with a simple kick. As a bonus action, spend 1 MP to make an unarmed attack against one creature with proficiency. The target must make a Charisma saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you for 1 minute. They may repeat this save at the beginning of their turn.
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Acute Antagonism: With a quick quip, you know how to provide your allies with an opportunity. When you successfully use Antagonize, other allies to have advantage attacking this creature until the end of your next turn. You must know Antagonize in order to pick this tactic.
Sworn Shield
At 10th level, your massive strength and sturdy build makes you more durable.
Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.
Limit Break - Maelstrom
Starting at 14th level, you can go beyond your limits.
Maelstrom: Through harsh training, you can perfectly link your own attacks. As an action, you may spend 5 MP to make two melee attack rolls that applies to each hostile creature in your weapon's reach. Afterwards, one hostile creature that was attacked makes a dexterity saving throw. On a success, nothing happens. On a fail, the target is stunned until the end of your next turn.
Afterwards, you may wield two-handed Gear with 1 hand and they are considered to have the light property for 1 minute. For the purposes of damage, weapons with the versatile property gain their alternative damage when used with one-hand.
Your attacks when using this ability deal an additional 2d12 damage of the same type.
It ends early if you are knocked unconscious.
Brotherhood
At level 18, you are an inspiration to all allies. When initiative is rolled at the beginning of combat, you and your allies within 30 feet that can see you can gain temporary hit points equal to your level + your Charisma modifier
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Hand of the King
The hand of the king acts as an adviser and caretaker for the royal family and is one of the most important members of the crownsguard. They are usually the brains of the team, focusing on tactics.
The Wanderer's Talisman
Starting at 3rd level, you gain proficiency in the Investigation skill and 1 artisan tool. If you are already proficient in both skills, you add double your proficiency bonus to checks you make with them. For the artisan tool, pick one.
All weapons with the reach property and spears gain the finesse property.
For the purposes of attunement, you count as a warlock.
Tactical Arts
Starting at 3rd level, you learn to use powerful techniques. You start with the following technique.
Enhancement: You may spend 1 MP to activate enhancement. For 1 minute, as a bonus action, you can change your weapon's or an ally's weapon's damage type to Fire, Lightning, or Cold until this effect ends. If the target is dual wielding, it changes both and they must be the same element. If you change your weapon's damage type, you gain a bonus depending on the type:
- Fire - You attack with speed. When you make a bonus action attack while two weapon fighting, you make 2 attacks instead of 1.
- Cold - You unleash a cold wave from your weapons. Once per turn, after you make a melee attack against a creature, each hostile creature within a 10 foot radius of the target must succeed on a Dexterity saving throw or take 1d6 cold damage.
- Lightning - When you attack, you dash through your opponent. You may move through your target to the opposite side if no one is occupying that space. This does not provoke attacks of opportunity.
You gain Total Clarity technique at level 8.
Only one Technique may be used per turn.
You learn two additional techniques at 6th, 10th, and 15th level.
Teamwork Tactics
Starting at 6th level, you learn 2 teamwork tactics from the list below. You learn one additional teamwork tactic at 10th, 15th, and 18th level.
Analyze: During initiative or as an action, spend 1 MP to make an investigation roll against the target's Deception check. If successful, the DM tells you one of the following characteristic and for every 5 you surpass your target's roll, learn an additional characteristic:
- One ability score
- Armor Class
- Current hit points
- Total class levels (if any)
- Damage Immunity
- Condition Immunity
- Resistance
- Vulnerability
Lancet: When a creature misses you with a melee attack, you can use your reaction and spend 1 MP to make a melee attack against the creature. If you hit, you gain HP equal to the damage dealt. You must be wielding a spear, quarterstaff, or a weapon with reach.
Regenerate: As a bonus action, you may spend 1 MP to create a healing elixir in a simple vial that appears in your hand and immediately use it on yourself or an ally. The user regains 2d6 + your charisma modifier hit points.
This may heal an additional 2d6 hit points for an additional 2 MP. You cannot use more MP than half your level.
Venom Fang: When you hit a creature with a melee weapon attack, you can spend 1 MP. The target must succeed on a Constitution saving throw or be Poisoned for one minute. The creature may repeat the save at the end of their turns.
Virulent Venom: When you hit a poisoned creature, you may spend 1 MP to deal 1d10 poison damage.
Quick Recipeh
You learn to make yourself a little something in the heat of the moment, boosting your abilities. Starting at 10th level, as a reaction, you may gain advantage on a saving throw. You can use this effect a number of times equal to your Charisma modifier per long rest (minimum 1).
Limit Break - Sagefire
Starting at 14th level, you can go beyond your limits, focusing all your magical abilities, you can channel them into your weapons.
As an action, spend 5 MP, then for the next 1 minute, your weapons deal an additional 2d12 Fire Damage.
That's it! I've come up with a new recipe!
At level 18, you have come up with a new way to improve abilities. You can increase the duration of an effect applied by you by one tier.
Durations are changed as follows: 1 round, 1 minute, 10 minutes, 1 hour, 2 hours...24 hours, 2 days, etc. You can use this effect a number of times equal to your Charisma modifier per long rest (minimum 1).
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Officer of the Crownsguard
Crownsguard officers main mission is to protect the royal family. However, very commonly, the members of the crownsguard are long time friends of the royal family. They are not afraid to banter with them, and work their various skills to help them out. No matter where they come from.
The Clever's Talisman
Starting at 3rd level, you gain proficiency in the Deception skill and 1 artisan tool. If you are already proficient in both skills, you add double your proficiency bonus to checks you make with them. For the artisan tool, pick one.
For the purposes of attunement, you count as a Bard.
Bullet Arts
Starting at 3rd level, you learn to use powerful techniques. You start with the following technique.
Crackshot: When you attack a target with advantage using a ranged weapon, you may spend 1 MP to add your proficiency bonus to your damage until the end of your turn. This ability ignores the one technique limit.
Only one Technique may be used per turn.
You learn two additional techniques at 6th, 10th, and 15th level.
Teamwork
Starting at 6th level, you learn 2 teamwork tactic from the list below. You learn one additional teamwork tactic at 10th, 15th, and 18th level.
First Shot: Shoot first, think never. When rolling for initiative, you may spend 1 MP to gain advantage on that initiative.
Scintilla: When a creature misses you with an attack, you can use your reaction to move 10 feet without provoking opportunity attacks and spend 2 MP to make a ranged attack against the creature if they are in your weapon range. If you hit, the target must succeed on a Constitution saving throw or be stunned until the end of your next turn.
Ballistic: When you make an attack with ranged weapons, as a bonus action spend 2 MP to gain advantage on that one attack.
Shock Drop: As a bonus action, spend 1 MP to have all your attacks gain 1d4 lightning damage for 1 minute.
Sharp Shock: If you activate Shock Drop, you may spend an additional MP to have your attacks gain 1d10 lightning damage instead.
Snapshot
You have a natural talent at creating a friendly and fun environment making it easier for everyone to get along.
As a reaction, after a friendly creature within 30 feet of you makes a Charisma check or Charisma saving throw but before the result is known, they may reroll and take the higher result of the two. You can use this effect a number of times equal to your Charisma modifier per long rest (minimum 1).
Limit Break - Trigger Happy
Starting at 14th level, you can go beyond your limits.
As an action, you may spend 5 MP to gain the follow effect for 1 minute. After you take the attack action, you may immediately make an additional attack. Each creature in a 30-foot-radius sphere of this attack must make a Dexterity saving throw. A target takes 2d6 fire damage and 2d6 force damage on a failed save, or half as much damage on a successful one.
Last Photo
Even in the darkest of times, you may bring peace to your friends. Starting at 18th level, after a rest, you may provide a friendly creature a token full of memories (i.e. picture). Whenever the friendly creature makes an attack roll, an ability check, or a saving throw, the creature may choose to reroll that d20 with a +1 bonus, but this must be done before the outcome is determined. The creature must use the result of the second roll. When an attack roll is made against that creature, the creature may choose to have the attacker reroll the d20 with a -1 penalty. The attacker must use the second roll.
The friendly creature may use this ability twice.
You can use this ability once per short or long rest, but it can only apply to one friendly creature at a time.
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Kingsglaive
The Kingsglaive is an elite group of soldiers that defends the Lucis kingdom. While not exactly crownsguard, they were an essential part of the Lucian army and took over the roles of the crownsguard after the majority of them perished. King Regis lends his powers to the Glaives who in turn are sworn to serve the crown. Later, they protected the island of Angelgard as they awaited the Chosen King. They are blessed with the ability to use the magic of the royal family. The Kings' of Lucis magical powers enable them to teleport, cast elemental spells, and gain unique abilities. The Glaives fight to preserve hope for the future even in a losing battle.
Elite Versatility
Kingsglaive are trained to be versatile in any situation. At 3rd level, you gain proficiency with three skills of your choice. Additionally, your spell list increases to 5th level for your last list.
Fighting for your home
Often, members of the kingsguard are fighting to defend their home. You gain this feature at 3rd level. Choose one "home," and gain its effects.
Galahd: You can draw a weapon that has the light property as part of the attack you make with the weapon. In addition, all light weapons with the thrown property gain a +1 bonus to hit and to the damage roll.
Insomnia: When you use an ability requiring a saving throw, you may spend 3 Magic Points to give your opponent disadvantage on their saving throw.
Lestallum: You may add a d4 to any ability check.
Altissia: When you finish a short or long rest, you gain temporary hit points equal to your level + your Charisma modifier.
Tenebrae: When you cast a spell that has a casting time of 1 action, you can spend 2 MP to change the casting time to 1 bonus action for this casting.
Gralea: You can use your reaction to reduce the damage you take by 1d10 + your proficiency bonus (to a minimum of 0 damage).
Royal Sigil
Starting at 6th level, you gain one Sigil to equip from the Royal Sigil list detailed below. If you find additional Royal Sigils, you may change which sigil is equipped after a short or long rest.
Natural Magical Talent
When you reach 10th level, you have practiced enough with the king's power to know what you are specialized in. Choose a specialization below:
Warp: When you use Warp Strike, you have advantage.
Spellcasting: When you cast a spell at a higher level, you may spend an additional MP to cast at a higher level up to 9th level (A 6th level Fireball uses a 3rd level spell slot and 3 MP or a 5th level spell slot and 1 MP). You cannot spend more MP than your proficiency modifier. You may only use this ability twice per short rest or long rest.
Link Strike: You have perfected teamwork and gotten your timing perfectly. When an ally makes an attack against a creature in your weapon attack range, you may use your reaction to make an attack with advantage.
Combat Magic
Beginning at level 14, you can make one weapon attack as a bonus action whenever you use your action to cast a spell.
For Hearth and Home
Starting at 18th level, Kingsglaive are not afraid to fight until the bitter end. You gain the following benefits:
- Advantage on death saving throws.
- On your turn, you can use a bonus action to regain hit points equal to twice your Crownsguard level. Once you use this feature, you can't use it again until you finish a short or long rest.
- On your turn, you can use a bonus action to end all disease or condition afflicting you: blinded, charmed, deafened, frightened, paralyzed, or poisoned. Once you use this feature, you can't use it again until you finish a short or long rest.
Chosen of the Lucii
The chosen of the Lucii make up the royalty of the Lucis family. They are blessed with incredible magical powers and are stated to be the only ones able to use the magic of the crystals.
It is foretold that one of the kings of Lucii will be the King of Light, to rid the world of the starscourge.
The Founder King's Sigil
Starting at 3rd level, you gain proficiency in the Arcana or Persuasion skill. If you are already proficient in both skills, you add double your proficiency bonus to checks you make with them.
Legacy of the Lucii
The immense magic of the Lucii fills you making you a full spellcaster. At 3rd level, your spellcasting table is now replaced by the following spellcasting table. Your two chosen spell lists range increase to include up to 9th level spells. The last spell list increases up to 5th level spells.
For the purposes of attunement, you count as a sorcerer or wizard.
The number of Gear you can bond with is now equal to your Charisma modifier + half your crownsguard level (minimum 1).
You always know how to cast Find Familiar and it doesn't count towards your list of known spells.
Legacy of the Lucii Spellcasting
| Level | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|---|---|---|---|---|---|---|---|---|---|
| 1st | 2 | — | — | — | — | — | — | — | — |
| 2nd | 3 | — | — | — | — | — | — | — | — |
| 3rd | 4 | 2 | — | — | — | — | — | — | — |
| 4th | 4 | 3 | — | — | — | — | — | — | — |
| 5th | 4 | 3 | 2 | — | — | — | — | — | — |
| 6th | 4 | 3 | 3 | — | — | — | — | — | — |
| 7th | 4 | 3 | 3 | 1 | — | — | — | — | — |
| 8th | 4 | 3 | 3 | 2 | — | — | — | — | — |
| 9th | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
| 10th | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
| 11th | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 12th | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 13th | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 14th | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 15th | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 16th | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 17th | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18th | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19th | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20th | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
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Armiger
"The power of kings, passed from the old to the new through the bonding of souls." - Cor Leonis
Starting at 6th level, Weapons and Shields that are Gear and Espers no longer count towards attunement for you.
As a bonus action, you may spend 5 MP to activate Armiger, which lasts for 1 minute. All of your gear float around you, protecting you and granting you the following abilities. You must have at least 4 Gear. For the purpose of abilities of weapons and shield, you are considered wielding the gear.
You gain the following abilities:
- You gain a flying speed equal to your movement speed.
- You may use Warp without expending MP.
- Your AC increases by half the number of your gear. This cannot be more than your Charisma modifier.
- You may use your bonus action to make an attack with a gear floating around you.
- While Armiger is activated, you can use Armiger techniques chosen from the list below. You learn 1 Armiger technique at level 8, 10, and 12. Only 1 technique may be used per turn.
Thrown attacks using gear may be hurled from the gear floating around you. You may make an attack with any floating gear, but you may only hold 1 gear. The thrown gear returns to you if you do not warp to it.
When Armiger ends, all the gear return to your crystal armory.
It ends early if you are knocked unconscious.
Chosen King of Light
The legends of the King of Light give people hope and inspires them to work for the greater good. Starting at 10th level, you and friendly creatures within 10 feet of you are immune to effects that cause charm and fear.
Armiger Unleashed
Starting at 14th level, your powers have grown to augment your abilities, showing your mastery over them. You can now use your Charisma modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls of any gear.
While Armiger is activated, you deal an additional 1d8 damage with gear and you gain one unique Armiger ability from the following list:
Legacy of the Lucii: As an action, spend 8 MP, then choose one target within 100 feet. Make 4 attack rolls using different gear at advantage (these are only used to confirm critical hits). Each gear deals an additional 2d12 radiant damage. All creatures in a 30-foot-radius sphere centered on that target must make a Charisma saving throw with the DC increased by 2. A creature takes the combined gear damage on a failed save, or half as much damage on a successful one. Make one final attack against the original target with advantage.
The King's Armiger: As an action, spend 6 MP, then choose one target within 100 feet. Make 2 attack rolls using different gear at advantage (these are only used to confirm critical hits). Each gear deals an additional 2d12 radiant damage. All creatures in a 30-foot-radius sphere centered on that target must make a Charisma saving throw. A creature takes the combined gear damage on a failed save, or half as much damage on a successful one. Afterwards, all allies within 30 feet gain resistance to all damage until the beginning of your next turn and temporary HP equal to your crownsguard level.
Royal Retribution: As an action, spend 6 MP, then choose one target within 100 feet. Make 2 attack rolls using different gear at advantage (these are only used to confirm critical hits). Each gear deals an additional 2d12 radiant damage. All creatures in a 30-foot-radius sphere centered on that target must make a Charisma saving throw. A creature takes the combined gear damage on a failed save and is vulnerable to the next magic attack until the end of your next turn, or half as much damage on a successful one.
Power of Kings
At level 18, you have readied yourself to take on the power of the Lucii. Magic is your lineage and you will control your destiny. Once per long rest, you may change any d20 roll to any number.
Armiger Techniques
The following are Armiger abilities that the Chosen of the Lucii can choose.
Royal Cleave: You charge your held gear with Magic Light. When you make a melee attack, spend 3 MP to make that melee attack in a line up to your weapon's range + 20 feet. Each creature in the line must make a Dexterity saving throw. A creature takes the gear damage plus an additional 4d8 radiant damage on a failed save and is knocked prone, or half as much damage on a successful one.
Apocalypsis: As an action, spend 3 MP to charge your gear with magic before firing them at your enemies as a projectile. Each gear homes in on your target allowing them to hit a creature of your choice that you can see within your warp range. The number of projectiles you have is equal to half your total number of gear. Gear used this way deal 1d8 + 1 force damage to its target. The gear all strike simultaneously, and you can direct them to hit one creature or several.
Dynastic Stance: As a bonus action, spend 3 MP to gain an additional action while Armiger is active. That action can only be used to take the Attack (one weapon attack only) action using a gear floating around you.
Guard Wall: As a bonus action, spend 5 MP to have all friendly allies within 30 feet gain half of your Armiger AC bonus until the end of your next turn. For 1 minute, at the beginning of the affected ally's turn, they gain temporary HP equal to your charisma modifier.
Demon Flame: As an action, spend 3 MP to choose a point. Each creature in a 15-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 5d8 fire damage and 5d8 necrotic damage on a failed save, or half as much damage on a successful one. The target is disintegrated if this damage leaves it with 0 hit points.
Technique
The following are the available techniques.
Razor Edge: You know the rule of spin to win. As an action, you may spend 1 MP to make an attack roll that applies to each hostile creature in your weapon's reach. This may only be used with a heavy melee weapon.
Dawnhammer: You jump and strike with such force that you stun your target. When you hit another creature with a melee weapon attack, you can spend 1 MP. The target must succeed on a Constitution saving throw or take an additional 2d8 damage of the same type and be stunned until the end of your next turn. This may only be used with a heavy melee weapon.
Cyclone: Cyclone causes you to slam the ground with a shield, delivering an area-of-effect shockwave. As an action, spend 2 MP to cast Thunderwave.
You must be wielding a shield.
Tempest: With unstoppable power, you clear the enemies around you. As an action, you may spend 3 MP to make two attack rolls with advantage that applies to each hostile creature in your weapon's reach. These attacks deal an additional 2d8 damage of the same type. This may only be used with a heavy melee weapon.
You must know Razor Edge before picking this technique.
Royal Guard: Taking your shield out, you slam it into the ground as an aura generates around you. As an action, spend 2 MP. Healing energy radiates from you in an aura with a 15-foot radius. This lasts until the end of your next turn and the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura to regain hit points equal to 2d6 + your spellcasting ability modifier. You may spend additional MP to increase healing by a d6.
When a creature you can see attacks a target other than you that is within the aura, they have disadvantage on the attack roll.
You must be wielding a shield.
You must know Cyclone before picking this technique.
Impulse: With a powerful swing, you swing in front of you with intense ferocity striking everyone ahead of you. As a bonus action, you may spend 3 MP. Your melee attacks now target in a 15 foot cone in front of you with advantage until the end of your turn. Targets that are hit take an additional 5d8 force damage. This may only be used with a heavy melee weapon. You must know Royal Guard before picking this technique.
Mark: As an action, spend 1 MP. You create 4 magic daggers and you may throw them at separate targets, pointing them out to your allies. If successful, deal 1d4 + your Charisma modifier piercing damage. Allies may use their reaction to make one attack on one of the targets with advantage.
Total Clarity: You have cleared your mind, improving your Enhancement ability. You may spend 3 MP to trigger one of the following effects depending on what enhancement is on your weapon. After using this effect, the enhancement ends immediately.
-
Flamebound - Choose one target. When you take the attack action, you may make 3 attacks instead of the normal amount.
-
Frostbound - One attack you make deals additional damage. Each hostile creature in a 20-foot-radius sphere centered around the target must make a Dexterity saving throw. A target takes 2d10 cold damage on a failed save, or half as much damage on a successful one.
-
Stormbound - After you make all your attacks, all opponents who were attacked must make a Dexterity saving throw. A target takes 3d12 lightning damage on a failed save, or half as much damage on a successful one.
You must know Enhancement to learn this technique.
Regroup: Positioning is one of the most important rules to warfare. As a bonus action, you can spend 2 MP. When you do so, choose a number of creatures you can see and that can see you within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one). Each of them gains hit points equal to your spellcasting modifier (minimum one). When a creature gains these hit points, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks.
High Jump: It's important to have the high ground. When you take the attack action, you may spend 2 MP. You suddenly leap high into the air and strike down at a location within 30 feet. This replaces one attack. This attack applies to each hostile creature within 10 feet of the landing point and deals an additional 2d8 damage of the same type. Each creature hit must make a strength saving throw. On a fail, they are pushed back 10 feet.
You must be wielding a spear, quarterstaff, or a weapon with reach.
Overwhelm: Concentrating on a single target can help eliminate threats immediately. As a bonus action, designate one target and spend 3 MP. Until the end of your next turn, that target takes additional damage equal to your Charisma Modifier (Minimum of one) when taking damage from attacks or spells.
Overclock: By pouring more magic into them, you strengthen the elemental damage of weapons. As a bonus action, spend 3 MP. All elemental weapon damage increases by 1d8 for 1 minute.
Libra Elementia: Precise control helps to provide you with the tool you need in any situation. When casting a spell, you may spend 1 MP to change the damage type to any other damage type.
Piercer: Your ranged weapon can pierce through enemies. As a bonus action, spend 2 MP. Your next ranged attack damages all targets in a 30 foot long and 5 foot wide line and deals an additional 2d8 damage of the same type. This attack is with advantage. You must be wielding a ranged weapon.
Starshell: As an action, spend 2 MP. Designate one location in range of your current weapon. You fire an ammunition that explodes, covering everything within a 30 foot radius is revealed by bright light and must make a dexterity saving throw. On a failed save, the creatures are blinded until the end of your next turn. Invisible and hidden enemies are no longer so. You must be wielding a ranged weapon.
You must know Piercer before picking this technique.
Recoil: You overload a piece of equipment to deal additional damage. When you roll damage, you can spend 1 MP to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. You must know Starshell before picking this technique.
Gravisphere: You throw a grenade that explodes with gravitional energy. As an action, spend 3 MP. Designate one location within 60 feet. Everything within a 30 feet radius is pulled by gravitational forces and must make a strength saving throw. On a failed save, the creatures are pulled toward that direction and take 5d8 force damage.
You must know Starshell before picking this technique.
Highwind: You jump high into the air and deliver a spiraling strike down into the ground creating shockwaves. As an action, spend 3 MP and choose one location or target within 60 feet. Make an attack roll against that target with your weapon. Afterwards, all creatures within 15 feet must make a Strength saving throw. On a fail, they take 5d8 force damage and is knocked prone, else they take half damage. If the attack roll hits an object, it is a critical hit. You must be wielding a spear, quarterstaff, or a weapon with reach.
Lion's Roar: You make a powerful upward drawn slash that cuts through multiple targets. As a bonus action, spend 2 MP. Your next melee attack deals an additional 2d8 damage of the same type and applies to all targets in a 15 foot long and 5 foot wide line. This attack is with advantage. You must be wielding a martial slashing weapon.
Eclipse: You make a powerful leg sweep and follow up with an aerial axe kick on a single target or with swift agility you bind an enemies arms and deliver a savage kick to their back. As an action, spend 3 MP to make an unarmed strength or dexterity attack on a single target. This attack does 4d8 bludgeoning damage. The target must make a strength saving throw. If the target fails and is a large or smaller humanoid, they are restrained. Else if the target fails, then they are prone. Then make a second attack at advantage that deals 6d8 bludgeoning damage. This is an magical unarmed attack or improvised attack, but you have proficiency with this attack.
Salvation: You make a swift thrusting attack that creates openings. As a bonus action, spend 2 MP. Your movement speed increase by 20 feet until the end of your turn. Your next melee attack is made with advantage. If it hits, you deal an additional 5d8 damage of the same type. If you critically hit, triple the dice instead of double. You must be wielding a martial piercing weapon without two-handed.
Royal Sigil
The following are the available royal sigils. Each sigil gives you an ability.
The Rogue's Sigil: Aerial Ace - You gain a climbing speed equal to your movement speed. You may use a bonus action to spend 1 MP to gain advantage with Athletics and Acrobatics checks for 1 minute. When you make a Dexterity saving throw, you may spend 2 MP to roll with advantage.
The Pious's Sigil: Multicast - When you cast a spell that has a casting time of 1 action and is not a concentration spell, you can spend MP equal to the spell's level in addition to expending the spell slot to cast the spell again at the same location or target.
The Tall's Sigil: Aura - As a bonus action, you may spend 1 MP to add your charisma modifier to the damage of weapons for 1 minute. You cannot cast spells that regain HP.
The Oracle's Sigil: Healing Light - When casting spells that regain HP, spend MP equal to that spell's level. All allies within 15 feet of you gain the effects of that healing spell.
The Just's Sigil: Omniguard - As an action, you may spend MP to create a barrier around you with a 15 foot radius. You must use your action every turn to maintain the barrier. The barrier has HP equal to five times the MP spent. Whenever an ally takes damage within the barrier, the barrier may take the damage instead. While the barrier is active, when a creature misses you with an attack, you can use your reaction to make an attack against the creature with advantage. You cannot use more MP than equal to your Charisma modifier + half your crownsguard level, rounded down (minimum of one).
All allies within the barrier gain 1 HP at the start of their turn.
The Wanderer's Sigil: Cheer - As a bonus action, spend 4 MP to inspire one other ally. Within the next hour, the ally may use the inspiration to gain a bonus to their roll equal to your Charisma modifier. An ally may also use this to gain an AC bonus against one attack.
You cannot cast spells that deal damage.
The Warrior's Sigil: Untouchable - As a bonus action, you spend 2 MP to taunt hostile creatures. Until the start of you next round, you and your allies have advantage on attack rolls against any creature within 5 feet of you that is hostile to you. However, hostile creatures have advantage against you.
The Wise's Sigil: Dragoon Drain - You may learn 2 techniques ignoring restrictions.
The Conquer's Sigil: Elemancy - You may spend 2 MP to expend a spell slot. Choose 1 spell you have prepared that deals elemental damage. You create an environment within a 20 foot radius of that element. This does not apply additional damage or effects by itself. Spells and attacks that deal that elemental damage deal an additional d4 damage of that type. If the spell or attack can apply a status condition, the affected creatures must reroll their saving throw if they pass.
You cannot cast spells that deal damage.
The Mystic's Sigil: Gravitron - As an action, spend 3 MP. Designate one location within 60 feet. Everything within a 30 feet radius is pulled by gravitational forces and must make a strength saving throw. On a failed save, the creatures are pulled toward that direction and take 3d8 force damage.
On a successful save, the creature takes half as much damage and isn't pulled.
The Clever's Sigil: Spectral Arms - As a bonus action, spend 3 MP and roll a d8. One of the following effects occur.
| d8 | Ability | Effect |
|---|---|---|
| 1 | Fire | Make a ranged spell attack (2d10 fire, 80/240) |
| 2 | Blizzard | Make a ranged spell attack (2d10 cold, 80/240) |
| 3 | Thunder | Make a ranged spell attack (2d10 lightning, 80/240) |
| 4 | Cure | Heal all allies within 15 feet by 2d8 + your spellcasting ability modifier |
| 5 | Meteor | You drop meteors at a location within 120 feet. Each creature within 5 feet of the point where the meteor explodes must make a Dexterity saving throw. A creature takes 2d6 fire damage and 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one. |
| 6 | Razor Edge | Make 1 melee attack against all hostile creatures in your attack range |
| 7 | Throw | Make a ranged attack with advantage |
| 8 | Iai arts | Make a melee attack with advantage |
The Fierce's Sigil: Rampage - You gain mastery over martial arts. You gain the following abilities:
- You can use Dexterity instead of Strength for the attacks and damage rolls of your unarmed strikes.
- You can roll a d4 in place of the normal damage of your unarmed strike. This die changes as you gain Crownsguard levels, as shown in the Martial Arts column of the Monk table.
- When you use the Attack action, you can make one unarmed strike as a bonus action.
- You may treat unarmed strikes as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
- All Creation: When you make two successful unarmed strikes, you may immediately spend 2 MP and expend a spell slot to make a ranged attack against a target within 30 feet. If successful, deal 2d8 damage for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st as force damage. This attack does not gain disadvantage if used against an opponent in melee range.
You cannot cast spells that deal damage.
The Father's Sigil: Revitalize - As a bonus action, you may lose any amount of HD to have an ally recover their HD by the same amount. This can only affect allies within 30 feet. The HD lost may be distributed to any number of allies within range. Other allies within 30 feet of you may use their HD to recover HP as a bonus action.
Optional Rule: Multiclassing
If your group uses the optional rule on multiclassing in the Player's Handbook, here's what you need to know if you choose Crownsguard as one of your classes.
Ability Score Minimum. As a multiclass character, you must have at least a Dexterity score of 13 and a Charisma score of 13 to take a level in this class, or to take a level in another class if you are already a Crownsguard.
Proficiencies Gained. If Crownsguard isn't your initial class, here are the proficiencies you gain when you take your first level of Crownsguard: light armor, shields, simple weapons, martial weapons.
Final Fantasy Spell List
The Final Fantasy spell list is any spell type/style that shows up in any of the Final Fantasy games.
Any spell added to the Final Fantasy Spell should be able to be related to spells or abilities from Final Fantasy.
Some examples are:
Fire
Thunder
Blizzard
Cure
Raise
Stun
Drain
Poison
Sleep
Stop
Confuse
Blind
Curse
Toad
Break
Death
Warp
Berserk
Haste
Aura
Death
Slow
Bio
Osmose
Demi
Water
Flare
Summoning
Earth
Restore
Heal
Revive
Shield
Ultima
Libra
This is an initial list based on FF games, but please update them as necessary.
Cantrips
Acid Splash
Chill Touch
Fire Bolt
Frost Bite
Green-Flame Blade
Gust
Minor Illusion
Mold Earth
Poison Spray
Prestidigitation
Ray of Frost
Sacred Flame
Shape Water
Shocking Grasp
Thunderclap
White Magic
1st level spell
Cure Wounds
Detect Magic
Divine Favor
Guiding Bolt
Heroism
Mage Armor
Protection From Evil and Good
Shield
2nd level spell
Calm Emotions
Enlarge/Reduce
Lesser Restoration
Moonbeam
Protection From Poison
See Invisibility
3rd level spell
Dispel Magic
Remove Curse
Revivify
4th level spell
Banishment
Sickening Radiance
5th level spell
Awaken
Dawn
Destructive Wave
Dream
Greater Restoration
Mass Cure Wounds
Planar Binding
Raise Dead
Wall of Light
6th level spell
Globe of Invulnerability
Heal
Sunbeam
True Seeing
7th level spell
Regenerate
Ressurection
8th level spell
Maze
Sunburst
9th level spell
Invulnerability
Mass Heal
True Resurrection
Wish
Black Magic
1st level spell
Burning Hands
Detect Magic
Earth Tremor
Ice Knife
Inflict Wounds
Ray of Sickness
Sleep
Thunderwave
Witch Bolt
2nd level spell
Flame Blade
Gust of Wind
Magic Weapon
Melf's Acid Arrow
Scorching Ray
Shadow Blade
Shatter
3rd level spell
Call Lightning
Clairvoyance
Counterspell
Dispel Magic
Elemental Weapon
Erupting Earth
Fireball
Lightning Bolt
Melf's Minute Meteors
Sleet Storm
Tidal Wave
Vampiric Touch
Wind Wall
4th level spell
Blight
Ice Storm
Storm Sphere
Wall of Fire
Water Sphere
5th level spell
Cloudkill
Destructive Wave
Immolation
Maelstrom
Wall of Force
6th level spell
Chain Lightning
Disintegrate
Move Earth
Otiluke's Freezing Sphere
Wall of Ice
7th level spell
Delayed Blast Fireball
Finger of Death
Fire Storm
Prismatic Spray
Whirlwind
8th level spell
Earthquake
Incendiary Cloud
Tsunami
9th level spell
Meteor Swarm
Power Word Kill
Storm of Vengeance
Green Magic
1st level spell
Absorb Elements
Cause Fear
Charm Person
Create or Destroy Water
Detect Magic
Feather Fall
Identify
Jump
2nd level spell
Blindness/Deafness
Blur
Calm Emotions
Darkness
Darkvision
Enhance Ability
Hold Person
Invisibility
Levitate
Mirror Image
Misty Step
Silence
Warding Wind
Web
3rd level spell
Dispel Magic
Fear
Fly
Haste
Hypnotic Pattern
Magic Circle
Protection From Ballistics
Protection From Energy
Slow
Thunderstep
Water Breathing
Wind Wall
4th level spell
Charm Monster
Confusion
Dimension Door
Dominate Beast
Greater Invisibility
Otiluke's Resilient Sphere
Polymorph
Shadow of Moil
5th level spell
Contact Other Plane
Control Winds
Far Step
Hold Monster
Holy Weapon
Modify Memory
Scrying
Skill Empowerment
6th level spell
Flesh to Stone
Tenser's Transformation
7th level spell
Reverse Gravity
Teleport
8th level spell
Antimagic Field
Demiplane
Dominate Monster
Power Word Stun
9th level spell
Mass Polymorph
Shapechange
Time Stop
True Polymorph
Summon Magic
1st level spell
Find Familiar
2nd level spell
Find Steed
Flock of Familiars
Summon Bestial Spirit
3rd level spell
Conjure Animals
Summon Lesser Demons
Summon Fey Spirit
Summon Shadow Spirit
Summon Undead Spirit
4th level spell
Conjure Knowbot
Conjure Minor Elementals
Conjure Woodland Beings
Summon Aberrant Spirit
Summon Elemental Spirit
Summon Greater Demon
5th level spell
Cone of Cold
Conjure Elemental
Conjure Volley
Conjure Vrock
Infernal Calling
Summon Celestial Spirit
6th level spell
Conjure Fey
Drawmij's Instant Summons
Planar Ally
Summon Fiendish Spirit
7th level spell
Conjure Celestial
Conjure Hezrou
Temple of the Gods
8th level spell
Clone
Mighty Fortress
9th level spell
Gate
Weird
Carbuncle
Small celestial, neutral good
- Armor Class 14
- Hit Points 10 (3d4 + 3)
- Speed 40 ft, climb 30 ft.
STR DEX CON INT WIS CHA 8 (-1) 14 (+2) 13 (+1) 20 (+5) 20 (+5) 22 (+6)
- Saving Throws Wisdom +7, Charisma +8
- Skills Stealth +4, Perception +7
- Condition Immunities Charmed, Frightened, Sleep, Poison
- Senses Darkvision 60 ft., passive Perception 17
- Languages telepathy 30 ft., understands all languages that the caster knows, but cannot speak them.
- Challenge 0 (10 XP)
Detect Magic. Carbuncle can see magic as if using the detect magic spell.
Detect Invisibility. Within 60 feet of Carbuncle, invisibility fails to conceal anything from Carbuncle's sight.
Keen Smell. Carbuncle has advantage on Wisdom (Perception) checks that rely on smell.
Magic resistance. Carbuncle has advantage on saving throws against spells and other magical effects.
Messenger. Carbuncle can cast the spell Dream at will.
Actions
Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage
Innate Spellcasting (Arcane) Carbuncle’s innate spellcasting modifier is Charisma (spell save DC 13).
Cantrip: prestidigitation, minor illusion, mage hand
1st level(5 slots): Detect Magic, Shield, Absorb Elements
Art Credit: 2016 SQUARE ENIX CO., LTD. All Rights Reserved
Carbuncle
This familiar is available to the Chosen of the Lucii. Carbuncle is a magical creature with healing powers that helps Noctis Lucis Caelum in Final Fantasy XV. Carbuncle leads young Noctis through his dreamscape. It is a Messenger, a magical creature sent by the gods. Though the other known Messengers help the Oracle and make the gods' will known to mankind, Carbuncle is a guardian being to Noctis. With the DM's permission, a person who casts the find familiar spell can choose to conjure a carbuncle instead of a normal familiar. The DM may choose to take control of this familiar at any time, but must maintain the familiar's personality and alignment.
Chocobo
Large Bird, unaligned
- Armor Class 12
- Hit Points 19 (3d10 + 3)
- Speed 60 ft, fly 30 ft. (Hover)
STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 13 (+1) 2 (-4) 12 (+1) 7 (-2)
- Senses passive Perception 11
- Languages -
- Challenge 1/2 (100 XP)
Flightless Bird. A chocobo cannot sustain flight for more than one turn.
Trampling Charge. If the Chocobo moves at least 20 feet straight toward a creature and then hits it with a Peck attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the Chocobo can make another attack with its Talons against it as a bonus action.
Variant: Chocobo Armor. An armored Chocobo has an AC based on the type of barding worn. The Chocobo's AC includes its Dexterity modifier, where applicable. Barding doesn't alter the Chocobo's challenge rating.
AC Barding 13 Leather 14 Studded leather 15 Chain Shirt 16 Chain mail 17 Splint 18 Plate Actions
Peck. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 4) Piercing damage
Talons. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) Slashing damage
Art Credit: 2016 SQUARE ENIX CO., LTD. All Rights Reserved
Chocobo
The chocobo can be summoned by anyone who can cast Find Steed. A chocobo costs 400 GP and can carry 540 lbs.
Chocobos are tall, friendly avians that roam wild but can be tamed and ridden. Wild chocobos once trotted freely through the forests of Duscae, but the recent influx of ferocious beasts has sent the birds running in fear and the population dwindled. They can often be heard saying "Kweh!" Chocobos come in a variety of colors. For rarer breeds, please see Wonderful Chocobo.
Wonderful Chocobo
The wonderful chocobo can be summoned by anyone who can cast Find Greater Steed. A wonderful Chocobo can carry 540 lbs. These variants are very rare and must be acquired through other means. Many breeders spend their careers trying to raise a rare breed of wonderful chocobo.
Chocobos are tall, friendly avians that roam wild but can be tamed and ridden. Wild chocobos once trotted freely through the forests of Duscae, but the recent influx of ferocious beasts has sent the birds running in fear and the population dwindled. They can often be heard saying "Kweh!"
Rarer breeds of chocobos can be summoned. If you cast Find Greater Steed daily for a week, you may summon a Blue or Green chocobo instead. If you use Find Greater Steed daily for a month, you may summon a Black chocobo instead. If you use Find Greater Steed daily for two months, you may summon a Gold Chocobo instead. If you use Find Greater Steed daily for three months, you may summon a Fuchsia Chocobo instead.
Wonderful Chocobo
Large Bird, unaligned
- Armor Class 12
- Hit Points 59 (7d10 + 21)
- Speed 60 ft, fly 40 ft. (Hover)
STR DEX CON INT WIS CHA 18 (+4) 15 (+2) 16 (+3) 10 (0) 15 (+2) 13 (+1)
- Saving Throws Dexterity + 5, Charisma +4
- Skills Perception 15
- Senses passive Perception 15
- Languages -
- Challenge 2 (450 XP)
Flightless Bird. A chocobo cannot sustain flight for more than one turn.
Trampling Charge. If the Chocobo moves at least 20 feet straight toward a creature and then hits it with a Peck attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the Chocobo can make another attack with its Talons against it as a bonus action.
Variant: Chocobo Armor. An armored Chocobo has an AC based on the type of barding worn. The Chocobo's AC includes its Dexterity modifier, where applicable. Barding doesn't alter the Chocobo's challenge rating.
AC Barding 13 Leather 14 Studded leather 15 Chain Shirt 16 Chain mail 17 Splint 18 Plate Rare Breed. Depending on the breed of the Chocobo, it gains the following effects.
Breed Effect Blue The chocobo can stand on clear water. Green The chocobo gains a climbing speed equal to its normal speed. Black The chocobo can stand on clear water and gains a climbing speed equal to its normal speed. Gold The chocobo can stand on any water and gains a climbing speed equal to its normal speed. All of chocobo's speeds increase by 10 ft. Fuchsia The chocobo can stand on any water and gains a climbing and fly speed equal to its normal speed. All of chocobo's speeds increase by 20 ft. The chocobo loses Flightless Bird. Actions
Peck. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 4) Piercing damage
Talons. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) Slashing damage
Credits
2016 SQUARE ENIX CO., LTD. All Rights Reserved, based off the game Final Fantasy XV.
Homebrew class creation: Sindreamer
Changelog: V1.1 Release. 8/30/2020: Update after class testing.
Changelog: V1.0 Release. 6/27/2020
Changelog: V0.91 Test release. 5/24/2020
Changelog: V0.9 Test release. 5/10/2020
Potential Updates
Ideas
Weapons
Armor
Astrals
Rules for Chocobo races
Feats replicating class features for short uses