Nobles

by CanceRevolution

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Nobles

Nobles only care about 2 things: Status and gossip.

They see themselves as being above the common folk, usually seeing them as a tool to maintain their position of power and wealth. To keep the common folk under their influence, they are willing to go to great lengths to ensure they are perceived as the most important people in society. For this reason, their reputation becomes their greatest strength, but also their greatest weakness.

Nobles fight each other using gossip as a weapon in a political battle of mind and wit. Nobles thrive on rumors and secrets, which they use to gain leverage over their peers. They are always looking for new information to use against their rivals or to improve their own standing. This obsession with gossip can be both entertaining and dangerous, as it often leads to deceit and betrayal within the noble class. It is very common for nobles to spreading lies and rumors to discredit their enemies and strengthen their own position.

Tier 1


Lesser Noble

Medium, Humanoid

Tier 1, Challenge Point 2, XP: 2

Special Loot: Stylish Boots (Common Boots),
Stylish Hat (Common Helmet)

Attributes

AC 9 AP 0
HP 5 Posture 3
  • Passive Insight/ Perception 10
  • Language Common and 2 more Languages

Movement

Base 25 Climb/Swim 5 Dash 10

Stats + Skills

STR +0 DEX +1 INT +3 WIS +0 CHA +4
  • LU +3: Luck Points: 3; Critical Fail: 1

Abilities

  • Bad Mouth: You can talk shit behind someone's back. Roll a Persuasion Check. This DC is equal to the total RP of the person you are Bad Mouthing. On a success, that person loses 1d4 RP.

Actions (1)

  • Tactical Command Choose a creature within 20 feet to take an Action on your turn.

Squire

Medium, Humanoid

Tier 1, Challenge Points 2, XP: 2

Attributes

AC 15/ +1 Shield AP 2
HP 15 Posture 8
  • Passive Insight/ Perception 12
  • Language Common

Movement

Base 25 Climb/Swim 15 Dash 30

Stats + Skills

STR +3 DEX -1 INT +0 WIS +2 CHA +1
  • LU -1: Luck Points: 0; Critical Fail: 1

Actions (1)

  • Longsword Hit +3, Dmg 1d10 slash or thrust
  • Versatile: If you Attack with both hands, the damage roll of this weapon becomes 1d12.
  • Favorite Weapon: If you miss an Attack with this weapon, you can reroll that result. You must use the second result and you cannot reroll it again

Reaction

  • Use Shield When an Attack would hit you, you can use your Reaction to gain a +2 bonus to your AC.

Tier 2



High Noble

Medium, Humanoid

Tier 2, Challenge Point 8, XP: 16

Special Loot: Stylish Boots (Common Boots),
Stylish Hat (Common Helmet)

Attributes

AC 15 AP 2
HP 16 Posture 9
  • Passive Insight/ Perception 10
  • Language Common and 3 Languages

Movement

Base 25 Climb/Swim 10 Dash 20

Stats + Skills

STR +0 DEX +1 INT +4 WIS +0 CHA +5
  • LU +3: Luck Points: 3; Critical Fail: 1

Villain Action

  • Call When you roll for Initiative, you can call 2 Expensive Bodyguard to aid you in battle.

Abilities

  • Bad Mouth: You can talk shit behind someone's back. Roll a Persuasion Check. This DC is equal to the total RP of the person you are Bad Mouthing. On a success, that person loses 2d6 RP.
  • Command Once per round, you can use a Free Action to make a friendly creature within 30 feet to take an Action on your turn.
  • Inspiring Presence All friendly creatures within 60 feet of you are immune against being Confused, Enchanted, and Scared.

Actions (2)

  • Tactical Command Choose a creature within 30 feet to take an Action on your turn.


Knight

Medium, Humanoid

Tier 2, Challenge Points 4, XP: 8

Attributes

AC 16/ +1 Shield AP 3
HP 30 Posture 16
  • Passive Insight/ Perception 14
  • Language Common

Movement

Base 25 Climb/Swim 20 Dash 40

Stats + Skills

STR +6 DEX -1 INT +0 WIS +4 CHA +3
  • LU +1: Luck Points: 1; Critical Fail: 1

Actions (2)

  • Longsword Hit +6, Dmg 1d10 slash or thrust
  • Versatile: If you Attack with both hands, the damage roll of this weapon becomes 1d12.
  • Favorite Weapon: If you miss an Attack with this weapon, you can reroll that result. You must use the second result and you cannot reroll it again
  • Lance Hit +6, Dmg 2d6 thrust
  • Wide Reach: The reach of this weapon is 15 feet, but you cannot Attack creatures within 10 feet.
  • Mount Weapon: Needs two hands to be wielded, unless you are mounted.
  • Heavy You can gain advantage with this Attack, but all Attacks against you also gain advantage until the start of your next turn after this Attack.
  • Favorite Weapon: If you Dash and move at least 20 feet, you can add 1d6 to the next damage roll you make with this weapon this turn, ignoring all AP.

Reaction

  • Use Shield When an Attack would hit you, you can use your Reaction to gain a +2 bonus to your AC.

Tier 3



King

Medium, Humanoid

Tier 3, Challenge Point 20, XP: 60

Special Loot: King's Crown (Very Rare Helmet)

Attributes

AC 16 AP 2
HP 80 Posture 47
  • Passive Insight/ Perception 17
  • Language Common and 3 other Language

Movement

Base 25 Climb/Swim 10 Dash 20

Stats + Skills

STR +0 DEX +0 INT +7 WIS +7 CHA +8
  • LU +4: Luck Points: 4; Critical Fail: 1

Villain Action

  • Call When you roll for Initiative, you can call 2 Royal Guards to aid you in battle.

Abilities

  • Bad Mouth: You can talk shit behind someone's back. Roll a Persuasion Check. This DC is equal to the total RP of the person you are Bad Mouthing. On a success, that person loses 6d6 RP.
  • Command Once per round, you can use a Free Action to make a friendly creature within 30 feet to take an Action on your turn.
  • Inspiring Presence All friendly creatures within 60 feet of you are immune against being Confused, Enchanted, and Scared.

Actions (4)

  • Tactical Command Choose a creature within 20 feet to take an Action on your turn.
  • War Inspiration Choose 2 friendly creatures within 30 feet of you, except yourself. They gain 2d6 Posture.
  • Triumph: This Action has a limit of once per round.


Tyrant King

Medium, Humanoid

Tier 3, Challenge Point 32, XP: 96

Special Loot: King's Crown (Very Rare Helmet)

Attributes

AC 18 AP 3
HP 199 Posture 101
  • Passive Insight/ Perception 10
  • Language Common and 1 other Language

Movement

Base 35 Climb/Swim 20 Dash 40

Stats + Skills

STR +7 DEX +5 INT +6 WIS +0 CHA +8
  • LU +4: Luck Points: 4; Critical Fail: 1

Villain Action

  • Boss Presence On the start of the round, 1 Soldier appears on the battlefield.

Abilities

  • Bad Mouth: You can talk shit behind someone's back. Roll a Persuasion Check. This DC is equal to the total RP of the person you are Bad Mouthing. On a success, that person loses 4d6 RP.
  • Command Once per round, you can use a Free Action to make a friendly creature within 30 feet to take an Action on your turn.

Actions (4)

  • Tyrant's Command Choose a creature within 20 feet to take 2 Actions on your turn. However, that creature takes 2d6 psychic damage after this.
  • Longsword Hit +7, Dmg 1d10 slash or thrust
  • Versatile: If you Attack with both hands, the damage roll of this weapon becomes 1d12.
  • Favorite Weapon: If you miss an Attack with this weapon, you can reroll that result. You must use the second result and you cannot reroll it again

Bonus Action

  • Forced Posture You can gain 5 Posture.


Royal Guard

Medium, Humanoid

Tier 3, Challenge Points 5, XP: 15

Attributes

AC 16/ +3 Shield AP 3
HP 37 Posture 22
  • Passive Insight/ Perception 17
  • Language Common and 1 other Language

Movement

Base 25 Climb/Swim 15 Dash 30

Stats + Skills

STR +7 DEX -1 INT +0 WIS +7 CHA +5
  • LU +2: Luck Points: 2; Critical Fail: 1

Abilities

  • Great Shield While wielding the Great Shield, you are also in harsh terrain.
  • Guardian: You ignore Disengage when making any Attacks of Opportunities.

Actions (3)

Spear Hit +7, Dmg 1d10 thrust

  • Aquatic: Being Underwater does not impose disadvantage on the Attacks.
  • Long Reach: The reach of this weapon is 10 feet.
  • Throw Weapon (20/60)
  • Versatile: If you Attack with both hands, the damage roll of this weapon becomes 1d12.
  • Favorite Weapon: If a creature within reach moves without Disengaging, you can use this weapon to make an Attack of Opportunity against it.

Bonus Action

  • Forced Posture You can gain 5 Posture.


Elite Knight

Medium, Humanoid

Tier 3, Challenge Points 10, XP: 30

Attributes

AC 16/ +3 Shield AP 3
HP 37 Posture 22
  • Passive Insight/ Perception 17
  • Language Common and 1 other Language

Movement

Base 25 Climb/Swim 15 Dash 30

Stats + Skills

STR +7 DEX -1 INT +0 WIS +7 CHA +5
  • LU +2: Luck Points: 2; Critical Fail: 1

Abilities

  • Elite Posture At the start of your turn, if you have 0 Posture left, you can regain all your Posture.
  • Great Shield While wielding the Great Shield, you are also in harsh terrain.

Actions (3)

  • Longsword Hit +7, Dmg 1d10 slash or thrust
  • Versatile: If you Attack with both hands, the damage roll of this weapon becomes 1d12.
  • Favorite Weapon: If you miss an Attack with this weapon, you can reroll that result. You must use the second result and you cannot reroll it again
  • Lance Hit +7, Dmg 2d6 thrust
  • Wide Reach: The reach of this weapon is 15 feet, but you cannot Attack creatures within 10 feet.
  • Heavy You can gain advantage with this Attack, but all Attacks against you also gain advantage until the start of your next turn after this Attack.
  • Mount Weapon: Needs two hands to be wielded, unless you are mounted.
  • Favorite Weapon: If you Dash and move at least 20 feet, you can add 1d6 to the next damage roll you make with this weapon this turn, ignoring all AP.

Tier 4



Commander Armstrong

Medium, Humanoid/ Construct

Tier 4, Challenge Point 40, XP: 160

Attributes

AC 18 AP 4
HP 171 Posture 88
  • Damage Immunities: Poison
  • Passive Insight/ Perception 18
  • Language Common and 1 other Language

Movement

Base 45 Climb/Swim 30 Dash 60

Stats + Skills

STR +11 DEX +8 INT -1 WIS +8 CHA +8
  • LU +2: Luck Points: 2; Critical Fail: 1

Villain Action

  • Pride Action Once per round, you can use 1 Action anytime that you want.

Abilities

  • Elite Posture At the start of your turn, if you have 0 Posture left, you can regain all your Posture.
  • Grappler You gain advantage to all Attacks against a creature you are grappling, and any Brawling Save to escape your grapple is made with disadvantage.
  • Giga Charge If you Dash, you can pass through the space of any Large or smaller size creature, without provoking Attacks of Opportunity. Those creatures must succeed on an Agility Save (DC 19), or take 2d12 strike damage and become Knocked Prone.
  • Metal Endurance You are immune to being Confused, Exhausted, Enchanted, Scared, Stunned, Suffocated, or Poisoned. Additionally, after taking any fire damage, your Attacks deal an extra 1d12 fire damage for 1 turn.

Actions (3)

  • Stone Grip Hit +11, Dmg 2d12 strike
  • Grapple: On a hit, the target becomes Grappled by you. You can Grapple 1 Large creature, or 2 Medium or smaller size creatures at once.
  • 2 Strikes in One Hit +11, Dmg 2d12 strike
  • Grappled Impact: You can only use this Attack if you are grappling a creature. On a hit, both the target you hit and the creature you are grappling take the damage.
  • Big Punch Hit +11, Dmg 2d10 strike
  • Smash: All creatures within 20 feet of you take 1d10 strike damage.

Bonus Action

  • Forced Posture You can gain 8 Posture.

Tier 5



The Usurper Emperor

Medium, Humanoid

Tier 5, Challenge Point 60, XP: 300

Special Loot: Vampiric Weapon (Rare Weapon)

Attributes

AC 16/ +3 Shield AP 3
HP 248 Posture 129
  • Damage Immunities: Light
  • Passive Insight/ Perception 19
  • Language Common, Celestial Speech, Infernal Speech

Movement

Base 45 Climb/Swim 25 Dash 50

Stats + Skills

STR +8 DEX +9 INT +9 WIS +9 CHA +11
  • LU +5: Luck Points: 5; Critical Fail: 1

Villain Action

  • Call When you roll for Initiative, you can call 3 Royal Guards to aid you in battle.

  • Ego Save If you fail a Save, you can choose to take 4d12 psychic damage to succeed on it instead.

  • Pride Action Once per round, you can use 1 Action anytime that you want.

  • Second Phase When you reach 0 HP, all the blood magically flows out of your body and transforms into The Dark Ruler.

Abilities

  • Great Command Once per round, you can force any creature within 30 feet of you to take an Action of your choice on your turn. That creature cannot cast spells with that Action.

  • Great Shield While wielding the Great Shield, you are also in harsh terrain.

Actions (2)

  • Vampiric Falchion Hit +11, Dmg 1d10 slash or thrust
  • Aquatic: Being Underwater does not impose disadvantage on the Attacks.
  • Versatile: If you Attack with both hands, the damage roll of this weapon becomes 1d12.
  • Favorite Weapon: If you deal damage to the HP of a creature, it starts Bleeding (1d6).
  • Special Effect: If you hit an Attack against a Bleeding creature, you can deal extra 2d12 bleed damage.
  • Bow down before me! Choose 1 creature within 30 feet of you. It must succeed on a Persuasion Save (DC 19), or it obeys all your commands for 1 turn, as if affected by the Control Creature spell.
  • Triumph: This Action has a limit of once per round.

Bonus Action

  • Forced Posture You can gain 10 Posture


The Dark Ruler

Medium, Undead

Tier 5, Challenge Point 60, XP: 300

Attributes

AC 21 AP 1
HP 251 Posture 131
Mana 30
  • Damage Resistance: Dark
  • Damage Weakness: Light
  • Passive Insight/ Perception 20
  • Senses Dark Vision
  • Language 4 Languages

Movement

Base/ Climb/ Fly (Hover) 60 Swim 30 Dash 60

Stats + Skills

STR +11 DEX +11 INT +8 WIS +10 CHA +11
  • LU +3: Luck Points: 3; Critical Fail: 1

Villain Action

  • Ego Save If you fail a Save, you can choose to take 4d12 psychic damage to succeed on it instead.
  • Villain Magic Once per round, you can cast a spell at any moment, ignoring any restriction from Normal Spells

Abilities

  • Blood Frenzy Once per round, you can Bite 1 target that is Bleeding as a Free Action.

  • Bloodthirst When you start the turn within 5 feet of a Bleeding creature, you can regain 1d8 HP.

  • Throne Reincarnation If you die while within 3 miles of your throne, you can be resurrected after 3 days. Your body will be reconstructed using the throne. However, if the throne is destroyed before your resurrection, the process will fail and you will permanently die.

  • Sunlight Weakness You take 1d12 light damage at the start and at the end of your turns while exposed to sunlight.

  • Spell Skill: Spell Hit: +11, Spell DC (19)

  • Cast Ritual Spell You can cast the following spells:

  • Blood Rain, Contact, Invisible Eye

Actions (2)

  • Bite: Hit +11, Dmg 2d8 thrust

  • Armor Piercer: You ignore 2 AP

  • Consume: If you hit an Attack against a creature that is Bleeding, you can deal extra 2d8 bleed damage, and regain that same amount of HP.

  • Light Claw Hit +11, Dmg 1d12 slash

  • Bloody Hit: If you deal damage to the HP of a creature, it starts Bleeding (1d12).

  • Light Attack: You make 2 Attacks. If the first Attack was with advantage or disadvantage, the second Attack gains the same advantage or disadvantage.

  • Cast Spell You can cast the following spells:

  • At Will: Blood Slash

  • Level 1 (1 Mana): Blood Skull, Darkness, Hypnotize

  • Level 2 (2 Mana): Blood Drain

  • Level 3 (4 Mana): Control Beast, Enchanting Words, Power Word: Pain

  • Level 4 (6 Mana): Dark Skulls, Memory Control

Bonus Action

  • Cast Spell You can cast the following spells:
  • Level 2 (2 Mana): Force Bleed
  • Level 3 (4 Mana): Blood Snake

Reaction

  • Blood Feast As a Reaction, you can make 1 Attack when a creature takes bleed damage.