Crownsguard V1.3

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Crownsguard

Crownsguard

Level Proficiency Bonus Magic Points Warp Features Cantrips Known 1st 2nd 3rd 4th 5th
1st +2 1 10/30 Magical Reservoir, Crystalline Armory
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 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 Royal Arms 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 Ascension 4 4 3 3 3 2

Crownsguard

Sprinting nonstop through the forest, each member of your group emerge from the tree line to see the upcoming battle ahead. Monsters and demonic beasts of various sizes lie before you. Beyond what was expected of a simple mortal could handle.

But... if you didn't fight, all would be lost. And you couldn't let that happen. Reaching a hand out, a weapon materialized out of the void. With a full body swing, the weapon is launched toward the first monster. Weapon digging deep into the head, you disappear from your spot and reappear pulling the weapon upward.

The battle has begun.

Masters of teamwork

The military force of the crown city of Insomnia. It is a royal guard tasked with the protection of the royal family of Lucis, the citadel, and the citizens.

They are elite soldiers gifted with the power of the crystal and the king made up of the citizens of Lucis from Insomnia and the surrounding cities.

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.

Light in the darkness

When darkness fell upon the world, members of the crownsguard gathered together to work against the long night. After the fall of Insomnia, the glaives 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 or a higher calling. 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 for or against 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, firearms
Tools: Choose one from Land, Sea, and Air Vehicles
Saving Throws: Wisdom, Charisma
Skills: Choose two from Acrobatics, Animal Handling, Athletics, Investigation, 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 handcrossbow and 20 bolts 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 4d4 x 10 gp.

Magical Reservoir

You have a reservoir of innate magical power within yourself like 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.

Warp

Once per turn, you can teleport to an unoccupied space you can see within 5 feet of a weapon you have just thrown or a gear you can see. If you spend 1 MP, you are holding the weapon, ready to use it instead.

You can bring along objects or willing creatures of your size or smaller as long as their weight doesn't exceed what you can carry.

Enhance

You can spend 1 MP to double your speed, double your jump distance, or use a bonus action to interact with an object or use an item that takes an action.

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 (Minimum 1). If you spend 1 MP, you can summon a Gear at will. Each Gear must be a different type of item or a Magic item.

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. Weapons with the light or thrown property doubles the throw range, and weapons with the heavy property have half the throw range.

All Gear without two-handed or heavy may use your dexterity modifier for the attack and damage rolls. You can't use versatile this way unless you have at least 10 strength.

Two weapons with the light attribute may be treated as 1 Gear.

You may store other items in the Crystal Armory up to your (Charisma modifier + your character level) * 20.

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 lists. 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.

When you take a long rest, you can choose one of the Crownsguard spells you know and replace it with another spell from your Crownsguard spell list, which also must be of a level for which you have spell slots.

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your Crownsguard spells.

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 remembered.

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, 14th, 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.

Cantrip Versatility

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the crownsguard spell list.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

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.

Royal Arms

At level 11, you imbue all Crystal Armory weapons with the king's power. All gear in the Crystal Armory are considered magical and ignores all resistances and immunities.

Power of the Crystal

Starting at 15th level, the powers of Lucii shine through the darkness.

Your spells that use your reaction cannot be reacted to.

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 unleashing 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 awaken at 1 hp.

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

When you choose this archetype at 3rd level, you gain proficiency in the Survival and your proficiency bonus is doubled for this skill. Choose another skill if you have this skill.

You gain proficiency with Heavy Armor.

You ignore all class, race, spell, and level requirements on attuning to weapons or shields.

Glaive Arts

Starting at 3rd level, you learn to use powerful techniques. You start with two techniques, one from the list below and one being:

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 they must make a Strength saving throw. On a failed save, the creature is knocked prone and the ground in a 5-foot-diameter becomes difficult terrain until cleared.

Only one Technique may be used per turn.

You learn two additional techniques at 6th, 10th, and 14th level from the list below.

Teamwork Tactics

Starting at 6th level, you learn 2 teamwork tactic from the list below. You learn one additional teamwork tactic at 8th, 10th, and 12th level.

Reflex: As a trained bodyguard, you are always ready to react to enemies. As a bonus action, you may 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 spend 1 MP to use your reaction to make an immediate attack against them with advantage.

Engage: You are not afraid to get up close. At the beginning of the first round where you are not surprised, spend 1 MP to move up to your movement speed and make 1 attack.

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 your Crownsguard level + your proficiency 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.

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. 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 a bonus action, you may spend 5 MP to activate Maelstrom, which lasts for 1 minute or until unconscious.

  • You may wield two-handed Gear with 1 hand, and you can use two-weapon fighting even when the weapons you are wielding aren't light. For the purposes of damage, weapons with the versatile property gain their alternative damage when used with one-hand.
  • Your melee weapon attacks deal an extra 1d12 force damage and apply to each hostile creature in your weapon's reach.
  • Your last strike impacts everyone forcefully. You may end this effect to have all creatures that were hit during this turn make a constitution saving throw. On a fail, they are stunned and prone until the beginning of your next turn.

This counts as using a technique.

Brotherhood

At level 18, you are an inspiration to all allies. At the start of your turn, you and your allies within 30 feet that can see you can gain bonus temporary hit points equal to your proficiency modifier + your Charisma modifier.

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.

The Wanderer's Talisman

When you choose this archetype at 3rd level, you gain proficiency in the investigation skill and your proficiency bonus is doubled for this skill. Choose another skill if you have this skill.

All gear with the reach property gain the finesse property but lose the heavy 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 two techniques, one from the list below and one being:

Enhancement: As a bonus action, spend 1 MP to change yours 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 fiery speed. When you make a bonus action melee attack, you make 2 attacks instead of 1.
  • Cold - You unleash a cold wave from your weapons. Once per turn, after you hit a creature with a melee attack, each hostile creature within a 10 foot radius of the target must succeed on a Dexterity saving throw or take 2d6 cold damage.
  • Lightning - When you attack, you dash through your opponent. You may move through hostile creatures without provoking attacks of opportunity. Creatures you move through must succeed on a Dexterity saving throw or take 2d6 lightning damage.

Only one Technique may be used per turn.

You learn two additional techniques at 6th, 10th, and 14th level from the list below.

Teamwork Tactics

Starting at 6th level, you learn 2 teamwork tactics from the list below. You learn one additional teamwork tactic at 8th, 10th, and 12th level.

Analyze: During initiative or as an action, spend 1 MP to make an investigation roll against the target's Charisma save. 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 glaive, halberd, quarterstaff or spear.

Regenerate: As a bonus action, a healing elixir in a simple vial appears in your hand and you may immediately use it on yourself or an ally. The user regains 1d6 + your proficiency modifier hit points for each MP spent.

Venom Fang: As a bonus action, spend 1 MP then for one minute, when you hit a target with a melee weapon attack, that 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 deal an additional 1d6 poison damage.

Quick Recipeh

You learn to make a little something in the heat of the moment, to everyone's benefit. Starting at 10th level, as an action, designate one other willing creature of your choice to be able to concentrate on an additional spell for 10 minutes. You can use this effect a number of times equal to your proficiency modifier per long rest.

Limit Break - Sagefire

Starting at 14th level, you can go beyond your limits.

Sagefire: Focusing all your magical abilities, you channel them into your weapons. As an bonus action, spend 5 MP to gain the following effects for 1 minute or until unconscious:

  • Your weapons deal an additional 2d10 damage of a type of your choosing from fire, cold, lightning, thunder, or acid.
  • As a bonus action, you may end this affect to have all other creatures within 30 feet make a dexterity save. A target takes 8d6 damage of the same type on a failed save, or half as much damage on a successful one.

This counts as using a technique.

That's it! I've come up with a new recipe!

Starting at level 18, you may use your reaction to double the duration of a spell that was activated within 60 feet of you. You can use this effect a number of times equal to your proficiency modifier per long rest.

Officer of the Crownsguard

"My whole life, all I ever wanted was friends. But no one ever wanted me back. So when I finally found people who did want me, I did everything I could to make them stay. And ever since then, I've lived my life in fear: That one day, they'd find out who I really was...and they wouldn't want me anymore." - Prompto Argentum

The main mission of Crownsguard officers 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

When you choose this archetype at 3rd level, you gain proficiency in the deception skill and your proficiency bonus is doubled for any ability check you make that uses this proficiency. Choose another skill if you have this skill.

You ignore the loading property of ranged weapons.

Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.

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 two techniques, one from the list below and one being:

Crackshot: By spending 1 MP, until the beginning of your next turn, when you have advantage on an attack roll, you can reroll one of the dice once.

Only one Technique may be used per turn.

You learn two additional techniques at 6th, 10th, and 14th level from the list below.

Teamwork

Starting at 6th level, you learn 2 teamwork tactic from the list below. You learn one additional teamwork tactic at 8th, 10th, and 12th 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 spend 2 MP to move up to 10 feet without provoking opportunity attacks and make an 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: It's hard to dodge an explosion. When you make an attack with a ranged weapon, as a bonus action spend 2 MP to gain advantage on that one attack.

Shock Drop: As a bonus action, spend 1 MP then for one minute, when you hit a target with a ranged weapon attack, the target must succeed on a Constitution saving throw or be charged with electricity for one minute. At the start of the target's turn, they take 1d4 lightning damage. They may repeat the save at the end of their turn.

Sharp Shock: Shock Drop's damage deals an additional 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, showoff, and be energetic.

Starting at 10th level, as a reaction, you create an aura that allows other allies within 30 feet of you may to add a d4 to an attack roll, ability check, or saving throw once per turn for 10 minutes. You can use this effect a number of times equal to your proficiency modifier per long rest.

Limit Break - Trigger Happy

Starting at 14th level, you can go beyond your limits.

As an bonus action, you may spend 5 MP to gain the follow effect for 1 minute. After you take the attack action, you may make an additional weapon attack that makes each creature in a 30-foot-radius sphere 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.

This counts as using a technique.

This ends early if you are unconscious.

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 to another friendly creature a token full of memories (i.e. picture). That friendly creature may touch that token to take an additional action on their turn or to gain an additional reaction. A creature may only benefit from this effect once per long rest.

The maximum number of tokens you may have at one time is equal to your charisma modifier.

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 two skills of your choice. Additionally, all your spell lists range increases to 5th level.

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.

This bonus increases to +2 when you reach 10th level in this class.

Insomnia: When you use an ability or spell requiring a saving throw, you may spend 3 Magic Points to give one target disadvantage on its first saving throw made against the spell.

Lestallum: Choose 1 skill or tool you have proficiency with. Your proficiency bonus is doubled for any ability check you make that uses this proficiency. You may change this skill after a long rest.

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: The first time you take damage in a round, reduce the damage you take by 1d10 + your proficiency bonus (to a minimum of 0 damage).

Royal Sigil

Starting at 3rd level, you gain six Sigils to equip from the Royal Sigil list detailed below. You may only equip one Sigil at a time. 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 6th 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, you have advantage on your next attack. You may use Warp more than once per turn.

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.

Deploy

Kingsglaive are extremely efficient in fielding operations, positioning, and accomplishing tasks.

Starting at 10th level, your speed increases by 10 feet. Choose a number of other allies up to your proficiency modifier. Their speed increases by 10 feet. If they start their turn within 10 feet of you, the bonus changes to 20 feet. If you start your turn within 10 feet of an affected ally, your speed bonus is 20 feet instead. You may change targeted allies after a short rest.

Guard of the Future

"My life is nothing. Giving the future to those who want to see it…is everything." - Nyx Ulric

Beginning at 14th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.

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

"Fools set the rules in this world. Just take a look around. It's undeniable." - Noctis Lucis Caelum

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, who would give his life to rid the world of the starscourge.

The Founder King's Sigil

When you choose this archetype at 3rd level, you gain proficiency in the Arcana and Persuasion skills if you don't already have it, else choose other skills if you have these. Choose of one of these two skills and double your proficiency bonus for any ability check you make with it.

The number of Gear you can bond with is now equal to your Charisma modifier + half your crownsguard level (minimum 1).

You may use warp more than once per turn.

For the purposes of attunement, you count as a sorcerer or wizard.

Legacy of the Lucii

The immense magic of the Lucii fills you with unmatched power. At 3rd level, your spellcasting table is now a full spellcaster table as shown in the Legacy of the Lucii 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.

Legacy of the Lucii Spellcasting
Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
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

Natural Magic

At 3rd level, choose one of the following spells: Detect Magic, Jump, Mage Armor. You always know this spell and it doesn't count towards your list of known spells. It may be cast without expending a spell slot or material components and has no duration.

Starting at 3rd level, you learn additional spells when you reach certain levels in this class as shown in the Natural Magic spells table. These spells count as crownsguard spells for you, but they don't count against the number of crownsguard spells you know.

Level Spells
3rd Find Familiar
3rd Enhance Ability
5th Dispel Magic
7th Dimension Door
9th Wall of Force

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. For the purpose of abilities of gear, you are considered wielding the gear surrounding you.

You gain the following abilities while Armiger is activated:

  • Once per turn, you may use warp without expending MP.
  • Once per turn, you may change which gear you are using without using your bonus action.
  • Your AC increases by half the number of your gear.
  • You gain a bonus to melee weapon damage rolls equal to your proficiency modifier.
  • Gear with the heavy property lose the heavy property.
  • While Armiger is activated, you can use Armiger techniques chosen from the list below. You learn 1 Armiger technique when you reach level 6, 8, 10, and 12 in this class. Only 1 technique may be used per turn.

You may make a throw attack with any floating gear, but you may only hold 1 gear. Thrown gear you did not warp to vanish and reappear around you at the end of your turn.

When Armiger ends, all the gear return to your crystal armory.

This ends early if you are unconscious.

Chosen King of Light

The legends of the King of Light give people hope and inspires them to work for the greater good pushing away any doubts or fears. Starting at 10th level, other allies within 30 feet of you have advantage on all Intelligence, Wisdom, and Charisma saving throws.

Armiger Unleashed

Starting at 14th level, your powers have grown to augment your abilities, showing your mastery over them. While Armiger is active, you can use your Charisma modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.

Choose 1 Armiger Unleashed Technique to learn from the list below.

While Armiger is activated, you may spend 8 MP to enter the unleashed form. This resets the duration of Armiger. While affected by Armiger Unleashed, you have the following effects:

  • You gain a flying speed equal to your movement speed.
  • Your gear deal an extra 2d12 damage of a type based on your chosen Armiger Unleashed Technique.
  • You may use an Armiger Unleashed technique, but Armiger ends afterwards.

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 short or long rest, you may change any die 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. Until the beginning of your next turn, when you make a melee attack, spend 1 MP to make that melee attack in a line up to your weapon's range + 20 feet. The weapon used is considered magical and deals an extra 2d8 radiant damage. Each creature hit must make a Strength saving throw. On a failed save, a creature is knocked prone.

Apocalypsis: As an bonus 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 gear throw range. While Armiger is active, you may replace 1 attack this turn with a Gear projectile. This projectile hits 1 creature that you can see within your crownsguard throw range. Gear used this way deal 1d10 + 1 force damage to its target.

Dynastic Stance: As an 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 that hasn't been used this turn.

Majestic Wall: Your Armiger spreads out to protect your allies. As a reaction, spend 3 MP. You lose your Armiger AC bonus to choose a number of willing creatures equal to your proficiency bonus. They gain temporary hit points equal to half your crownsguard level + Charisma modifier. If they have less than half health, they heal instead. Until Armiger ends, they gain half the Armiger AC bonus and have resistance to all damage until the beginning of your next turn. If you choose yourself, choose at least 4 gear to surround you.

Lucii Flame: As an action, spend 3 MP to choose a point within 120 feet. 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 radiant damage on a failed save, or half as much damage on a successful one. Any target damaged by this cannot be healed or gain temporary hp until they take a long rest. The target is disintegrated if this damage leaves it with 0 hit points as if by a disintegrate spell. The creature can be restored to life only by means of a True Resurrection or a Wish spell.

Shadowstep: As an bonus action, spend 3 MP to become incorporeal as void mist, you may freely move anywhere in any direction up to 300 feet, and attack rolls have disadvantage against you. You may also move through creatures and objects but you take 4d6 force damage if you materialize inside a creature or object. At the end of your turn or any time during your turn you take an action to interact with another object, cast a spell, or deal damage, you materialize.

Dark Tornado: As an action, spend 3 MP to choose a point within 120 feet. 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. Afterwards, all affected targets are vulnerable to your next magic attack until the end of your next turn.

Armiger Unleashed Techniques

The following are Armiger Unleashed Techniques that the Chosen of the Lucii can choose.

Legacy of the Lucii: Your bonus damage is radiant. As an action, choose one point within 100 feet. Make up to 4 attack rolls using different gear around you (these are only used to confirm critical hits). Each gear deals an additional 1d12 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 and is stunned until the beginning of their next turn, or half as much damage on a successful one.

The King's Armiger: Your bonus damage is force. As an action, choose one point within 100 feet. Make up to 4 attack rolls using different gear around you (these are only used to confirm critical hits). 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. Afterwards, all other allies within 60 feet gain resistance to all damage until the end of your next turn and recover both HP and gain temporary HP equal to your crownsguard level + Charisma modifier.

Royal Retribution: Your bonus damage is necrotic. As an action, choose one point within 100 feet. Make up to 4 attack rolls using different gear around you (these are only used to confirm critical hits). 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. You heal hit points equal to half the combined gear damage.

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.

Tempest: With unstoppable power, you clear the enemies around you. As an action, you may spend 2 MP to make two attack rolls with advantage that applies to each hostile creature in your weapon's reach. These attacks deal an extra 2d8 damage.

This may only be used with a heavy melee weapon.

You must know Razor Edge 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 next melee attack now target in a 15 foot cone in front of you with advantage. Targets that are hit take an additional 5d8 force damage.

This may only be used with a heavy melee weapon.

You must know Tempest before picking this technique.

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 2 MP. The target must succeed on a Constitution saving throw or takes an extra 2d8 damage 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 at second level. You may choose a number of allies up to your charisma modifier to be immune to these effects. You may upcast this spell for an additional MP per spell level.

You must be wielding a shield.

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 for 1 minute. While you have this aura, you can use a bonus action to cause one creature in the aura to regain hit points equal to 1d6 + your spellcasting ability modifier.

When a creature you can see attacks a target other than you that is within the aura, you can use your reaction to impose disadvantage on the attack roll.

You must be wielding a shield and you cannot use another technique while this is active.

You must know Cyclone before picking this technique.

Mark: As an action, spend 1 MP. You create magic daggers up to your proficiency modifier and you may throw them at separate targets, pointing them out to your allies. If successful, deal 1d4 + your Charisma modifier psychic damage. Allies may use their reaction to make one attack on one of the targets.

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 effect ends immediately.

  • Flamebound - Choose one target. When you take the attack action, you may make an additional attack. This applies only once per turn.

  • 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 - All creatures who have taken lightning damage from you this turn must make a Dexterity saving throw. A target takes 3d8 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 force damage. Each creature hit must make a strength saving throw. On a fail, they are pushed back 10 feet.

You must be wielding a glaive, halberd, quarterstaff or spear.

Overwhelm: Concentrating on a single target can help eliminate threats immediately. As a bonus action, designate one target and spend 3 MP. Until the start of your next turn, that target takes additional damage equal to your Proficiency Modifier + 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 of your elemental weapon damage increases by 1d8 until the start of your next turn.

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 thunder damage. This attack is with advantage.

You must be wielding a ranged weapon.

Starshell: The light reveals the shadows! 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 2 MP to add an additional 2d12 fire damage.

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.

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 glaive, halberd, quarterstaff or spear.

You must know High Jump before picking this technique.

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 force damage 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 one handed martial slashing weapon.

Eclipse: You make a powerful leg sweep and follow up with an aerial axe kick on a single target. As an action, spend 3 MP to make an unarmed strength or dexterity attack on a single target. This attack deals an additional 4d8 force damage. The target must make a strength saving throw. If the target fails and is a large or smaller creature, they are paralyzed until the beginning of their next turn. Else if the target fails, then they are knocked prone.

Salvation: You make a swift thrusting attack that creates openings. As a bonus action, spend 2 MP. Your movement speed increases by 20 feet until the end of your turn. Your next melee attack is made with advantage. If it hits, you deal an additional 3d8 force damage. If you critically hit, triple the dice instead of double.

You must be wielding a one handed martial piercing weapon.

Royal Sigil

The following are the available royal sigils. Each sigil gives you an ability.

The Rogue's Sigil: Aerial Ace - Your jump distance is tripled. You may use a bonus action to spend 2 MP to gain advantage with Athletics and Acrobatics checks for 1 minute and your movement speed is doubled for this duration. 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.

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 2 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.

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.

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.

The Father's Sigil: Revitalize - As a bonus action, you may lose any amount of HD to have all allies within 30 feet 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.

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.

Spells are divided into:

White Magic

Black Magic

Green Magic

Summoning

Cantrips

Acid Splash
Chill Touch
Fire Bolt
Green-Flame Blade
Gust
Minor Illusion
Mold Earth
Poison Spray
Prestidigitation
Ray of Frost
Sacred Flame
Sapping Sting
Shape Water
Shocking Grasp
Thorn Whip
Thunderclap

White Magic

White magic focuses on healing, recovery, holy, and unusual magic.

1st level spell

Bless
Cure Wounds
Detect Magic
Guiding Bolt
Heroism
Mage Armor
Magnify Gravity
Protection From Evil and Good
Shield

2nd level spell

Calm Emotions
Enlarge/Reduce
Lesser Restoration
Moonbeam
Prayer of Healing
Protection From Poison
See Invisibility

3rd level spell

Clairvoyance
Dispel Magic
Pulse Wave
Remove Curse
Revivify
Spirit Shroud

4th level spell

Banishment
Gravity Sinkhole
Sickening Radiance

5th level spell

Awaken
Circle of Power
Dawn
Destructive Wave
Dream
Greater Restoration
Mass Cure Wounds
Planar Binding
Raise Dead
Wall of Force
Wall of Light

6th level spell

Globe of Invulnerability
Gravity Fissure
Heal
Sunbeam
True Seeing

7th level spell

Regenerate
Ressurection

8th level spell

Maze
Sunburst

9th level spell

Invulnerability
Mass Heal
Time Stop
True Resurrection
Wish

Black Magic

Black magic are spells that are destructive. That's it.

1st level spell

Burning Hands
Detect Magic
Earth Tremor
Ice Knife
Inflict Wounds
Ray of Sickness
Sleep
Tasha's Caustic Brew
Thunderwave
Witch Bolt

2nd level spell

Flame Blade
Gust of Wind
Magic Weapon
Melf's Acid Arrow
Scorching Ray
Shadow Blade
Shatter
Tasha's Mind Whip

3rd level spell

Call Lightning
Counterspell
Elemental Weapon
Erupting Earth
Fireball
Life Transference
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
Enervation
Immolation
Maelstrom
Synaptic Static

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

Blade of Disaster
Meteor Swarm
Power Word Kill
Prismatic Wall
Storm of Vengeance

Green Magic

Green Magic are utility spells, both enhancing allies and impeding enemies.

1st level spell

Absorb Elements
Bane
Cause Fear
Charm Person
Create or Destroy Water
Detect Magic
Expeditious Retreat
Feather Fall
Identify
Jump

2nd level spell

Blindness/Deafness
Blur
Darkness
Darkvision
Enhance Ability
Hold Person
Invisibility
Levitate
Mirror Image
Misty Step
Silence
Warding Bond
Warding Wind
Web

3rd level spell

Bestow Curse
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

Awaken
Contact Other Plane
Control Winds
Far Step
Hold Monster
Modify Memory
Scrying
Skill Empowerment

6th level spell

Flesh to Stone
Tasha's Otherworldly Guise
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
True Polymorph

Summon Magic

Summon Magic Focuses on conjuring or bringing forth a creature to fight for you.

1st level spell

Find Familiar

2nd level spell

Find Steed
Flock of Familiars
Summon Beast

3rd level spell

Conjure Animals
Summon Fey
Summon Lesser Demons
Summon Shadowspawn
Summon Undead

4th level spell

Conjure Knowbot
Conjure Minor Elementals
Conjure Woodland Beings
Summon Aberration
Summon Construct
Summon Elemental
Summon Greater Demon

5th level spell

Cone of Cold
Conjure Elemental
Conjure Volley
Conjure Vrock
Infernal Calling
Summon Celestial

6th level spell

Conjure Fey
Drawmij's Instant Summons
Planar Ally
Summon Fiendish

7th level spell

Conjure Celestial
Conjure Hezrou
Temple of the Gods

8th level spell

Clone
Mighty Fortress

9th level spell

Gate
Weird

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, 1 martial weapon.

Feats

Magical Adept

You are innately talented at using the Lucii's families magic. Players may take this feat multiple times.

  • You gain 2 Magic Points to spend on abilities (these points are added to any magic points you have from another source). You regain all spent Magic Points when you finish a long rest.
  • You learn the Crownsguard Enhance ability listed under Magical Reservoir. If you have this feature, you may pick an additional feature as seen below, but it cannot be the same feature.
  • You learn 1 feature of the Crownsguard Class from the following: Warp, Link Strike, 2 Techniques, or Limited Magic.

If you learn Limited Magic, you learn one cantrip and one 1st-level spell from the crownsguard spell list.

You can cast the 1st-level spell at it's lowest level once per long rest.

You may choose your spellcasting ability for this spell from Intelligence, Wisdom, or Charisma.


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, spare the dying

1st level(5 slots): Detect Magic, Shield, Absorb Elements, Cure Wounds

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. Carbuncle does not have to follow the summoner's orders as it is only summoned in its base form. When summoned as a familiar, Carbuncle should lose Cure Wounds for gameplay purposes.


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

Choco Cure. The Chocobo dances, sending healing energy to an ally. You may use your action to heal yourself or on one willing creature that you touch for 1d6 + 2 (Wisdom Modifier). A chocobo may only use this a number of times equal to your proficiency modifier, and you regain all expended uses when you finish a short or long rest.

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 with the most common being Yellow. 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 River or Mountain chocobo instead. If you use Find Greater Steed daily for a month, you may summon a Mountain-and-River or Fury chocobo instead. If you use Find Greater Steed daily for two months, you may summon an Ocean Chocobo instead. If you use Find Greater Steed daily for three months, you may summon a Sky 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.

Choco Skill. A chocobo learns one of the following skills

  • Choco Cure
  • Choco Meteor
  • Choco Esuna
  • Choco Guard
  • Choco Recharge

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
River The chocobo can stand on clear water.
Mountain The chocobo gains a climbing speed equal to its normal speed.
Mountain-and-River The chocobo loses Flightless Bird.
Ocean 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.
Sky 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

Choco Cure. The Chocobo dances, sending healing energy to an ally. You may use your action to heal yourself or on one willing creature that you touch for 1d6 + 2 (Wisdom Modifier). A chocobo may only use this a number of times equal to your proficiency modifier, and you regain all expended uses when you finish a short or long rest.

Choco Meteor. The Chocobo jumps into the air and hurls meteors down towards an enemy. You can use your action to hurls meteors at a creature. The creature must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Wisdom modifier + your Proficiency Bonus. A creature takes 2d8 Fire damage on a failed save, and half as much damage on a successful one. The damage increases to 3d8 at 5th level, 4d8 at 9th level, 5d8 at 13th level, and 6d8 at 17th level. A chocobo may only use this a number of times equal to your proficiency modifier, and you regain all expended uses when you finish a long rest.

Choco Esuna. The Chocobo hums a melody, removing negative effects. You can use your action to end one spell on yourself or on one willing creature that you touch. A chocobo may only use this a number of times equal to your proficiency modifier, and you regain all expended uses when you finish a long rest.

Choco Guard. The Chocobo protects the flock. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll.

Choco Recharge. The Chocobo may use its magic to restore another's magical power. You may use your action to have one willing creature regain one expended spell slot. This cannot be greater than 3rd level. A chocobo may only use this once per long rest.

Credits

2016 SQUARE ENIX CO., LTD. All Rights Reserved, based off the game Final Fantasy XV.
Page 1 Cover - Artwork for The Art & Design of Final Fantasy XV - Square Enix
Page 4 - Iris, Noctis Tag - SQUARE ENIX
Page 5 - Gladios - The Alchemist Code - SQUARE ENIX
Page 6 - Ignis - The Alchemist Code - SQUARE ENIX
Page 7 - Prompto - The Alchemist Code - SQUARE ENIX
Page 8 - Nyx - SQUARE ENIX
Page 9 - Noctis - The Alchemist Code - SQUARE ENIX
Page 10 - Valentines Selfie 2018 - SQUARE ENIX
Page 11 - Armiger Unleashed - SQUARE ENIX
Page 13 - Prompto photographer - SQUARE ENIX
Page 21 - Carbuncle - SQUARE ENIX
Page 22 - Chocobo - SQUARE ENIX

Changelog

Homebrew class creation: Sindreamer

Changelog: V1.3 Release. 1/30/2021: Update after class testing.

Changelog: V1.2 Release. 12/13/2020: Update after class testing.

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

Separate FFXV homebrew - May consider making an FFXV sourcebook
Ideas

Summoner Class: Oracle Subclass

Weapons

Armor

Astrals

Monsters

Rules for Chocobo races

 

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