The Noble
A dwarven warrior empress and her retinue charge into battle, the noble empowering her soldiers with subtle enchantment sewn into her every word.
The heir of a powerful fortune manipulates the weave around him, disempowering the opposition's defenses to guide his army to victory.
Nobility. It is something you are born into, something you either are or you are not. Even those who are born commoners and gain status were always destined to be something greater, to hold the position they do. Like Sorcerers, Nobles draw upon their bloodline to gain various powerful feats. However, their gifts are not those of magic and witchcraft, but rather, political power and persuasion. Those who call themselves Nobles use their manifested influence to inhibit the enemies abilities, and inspire their allies to lay waste.
The Old World
Many who claim to be Nobles hail from families that come from the old world. Often, they are those who first established settlements, or those who were given hefty titles in the past by kings and queens. Some, even, may have struck deals or made wishes with genies or fey to gain the power they now have.
Due to their origins, Nobles often hold great political power, able to manipulate the inner workings of cities to be in their favour, or even incite fear in commoners who have heard of their family and wish not to draw their ire.
Fame and Fortune
No matter their origin, Nobles are famous far beyond just their place of birth. With this, they are able to live as they please almost anywhere they go, simply by stating their last name. Being well known also comes with other perks; whether it be to intimidate or persuade others, people often want to do what the Nobles want, without even use of any sort of magic.
On top of that, Nobles are rich, holding vast wealth behind them. Even the mention of this money, and perhaps an aside of the things that could be done using it, can encourage shop owners to offer discounts or even give items for free, as to not become the target of the Noble's anger.
Creating a Noble
When creating your noble, keep in mind their lineage, and the way it impacted how they were raised. Perhaps someone born into money was spoiled as a child, and cannot imagine not being spoiled even now as they've grown. If they were born in poverty and found their way to the top of the caste system, maybe they are unwilling to go back to their childhood, and will do anything to protect their status.
Quick Build
You can create a Noble by following these suggestions. First, Charisma should be your highest ability score, followed by either Constitution or Dexterity. Second, choose the Noble background.
Optional Rule: Multiclassing
If your group uses the optional rule on Multiclassing in the Player's Handbook, you must meet the prerequisite(s) below to qualify for the Noble class.
Ability Score Minimum Your character must have at least a Charisma score of 13 to take a level in this class, or to take a level in another class if they are already a Noble.
Proficiencies Gained If the Noble isn't your original class, you gain the following proficiencies upon taking a level in this class: Rapiers, Longbows, and either Intimidation or Persuasion
Class Features
As a Noble, you gain the following class features
Hit Points
- Hit Dice: 1d6 per Noble level
- Hit Points at 1st Level: 6 + Your Constitution Modifier
- Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Noble level after 1st
Proficiencies
- Armor: Light Armour
- Weapons: Simple Weapons, Rapiers, Longbows, Lances
- Tools: A gaming set and two artisan's tools of your choice
- Saving Throws: Constitution, Charisma
- Skills: Choose two from Athletics, Intimidation, History, Performance, and Persuasion.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a rapier or (b) any simple weapon
- (a) a longbow and quiver of 20 arrows or (b) a lance
- (a) a diplomats pack or (b) a scholar's pack
- leather armour and a signet ring with your families crest
Noble
| Level | Proficiency Bonus | Influence | Features | Edict Bonus |
|---|---|---|---|---|
| 1st | +2 | 1d6 | Noble Lineage, Influence | — |
| 2nd | +2 | 1d6 | Edict, Retainer | +2 |
| 3rd | +2 | 1d6 | Authoritative Aura | +2 |
| 4th | +2 | 1d6 | Ability Score Improvement, Conjure Wealth | +2 |
| 5th | +3 | 1d6 | Noble Lineage Feature, Expertise | +2 |
| 6th | +3 | 1d8 | Nobility Manifest (x1) | +3 |
| 7th | +3 | 1d8 | Socialite's Scorn | +3 |
| 8th | +3 | 1d8 | Ability Score Improvement | +3 |
| 9th | +4 | 1d8 | Noble Lineage Feature, Summon Retainer | +3 |
| 10th | +4 | 1d8 | Expertise, Nobility Manifest (x2) | +3 |
| 11th | +4 | 1d10 | Come to My Aid | +4 |
| 12th | +4 | 1d10 | Ability Score Improvement | +4 |
| 13th | +5 | 1d10 | Noble Lineage Feature | +4 |
| 14th | +5 | 1d10 | Enhanced Retainers, Nobility Manifest (x3) | +4 |
| 15th | +5 | 1d10 | Improved Socialite's Scorn | +4 |
| 16th | +5 | 1d12 | Ability Score Improvement | +5 |
| 17th | +6 | 1d12 | Noble Lineage Feature, Nobility Manifest (x4) | +5 |
| 18th | +6 | 1d12 | Follow My Lead | +5 |
| 19th | +6 | 1d12 | Ability Score Improvement | +5 |
| 20th | +6 | 1d12 | Superior Noble, Inheritance | +5 |
Noble Lineage
Whether born into nobility, or having rose through the ranks, your nobility grants you special abilities. At 1st level, choose the source of your Noble powers. Your choice grants you additional abilities when you choose it, and again at 5th, 9th, 13th, and 17th level.
Influence
Your Influence manifests into tangible form, allowing you to manipulate the world around you. You gain a pool of dice equal to your level in this class. You can expend these dice to use the following abilities, and additionally unlock extra uses as you progress in this class.
- Noble's Guidance When a creature that you can see fails on a saving throw, ability check, or attack roll, you can use your reaction to roll one Influence Die and add it to the initial roll.
- Retainer's Aid When a creature that you can see takes damage, you can use your reaction to roll an Influence Die, and decrease the damage taken by the amount rolled. This ability cannot reduce damage to 0.
Each time you expend an Influence Die, you gain temporary hitpoints equal to the amount rolled + your level. You regain all expended die on a short or long rest.
Edict
You use your noble vigour to inspire and command your allies. Staring at 2nd level, you can forgo your attack to instead choose a friendly creature in range that can hear you. That creature then attacks instead of you, and gains an increase to it's attack roll or damage roll (it's choice), as shown on the Noble table. The damage increase applies to the first damage roll the creature makes, but if it rolls more than once for damage, each friendly creature within 5 feet of it allows it to add the bonus to an additional damage roll it makes.
You start off with 0 uses of this ability, and gain one use each time you expend an Influence Die, to a maximum of half your level (rounded up) per long rest. You can use Edict once per turn.
When you use this ability, you can choose to have the commanded creature gain temporary hit points equal to one roll of your Influence Die (without being expended).
Retainer
Also starting at 2nd level, you can take 10 minutes during a long rest to choose an amount of friendly and willing creatures equal to your Charisma Modifier; they become your Retainers.
When a creature is your Retainer, you gain the following abilities:
-
You can use one of your Influence features on that creature without expending a die, once per Retainer per long rest.
-
When that creature would be Charmed, Frightened, Poisoned, Paralyzed, or Stunned, you can choose to instead take on that condition. You can use this feature an amount of times equal to your Charisma modifier per long rest.
If you complete a long rest and your Retainers are not within 50 feet of you, they are no longer one of your Retainers.
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 scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Conjure Wealth
You were born in wealth, and your nobility is such that priceless jewels and gold appear at your fingertips when you need them. When one of your Retainers casts a spell that requires any type of currency or precious minerals as material, you can expend a use of this ability to reduce the cost by 100 x your Charisma Modifier, to a minimum of 0 gold pieces.
You can use this ability an amount of times equal to your Charisma Modifier, regaining all spent uses after a long rest.
Expertise
At 5th level, choose two of your proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At 10th level, you can choose another two of your skill proficiencies to receive this benefit.
Nobility Manifest
As you reach 6th level, your aura of grandeur is such that it cannot be snuffed. When you are affected by a status condition other than unconscious, or rolling to avoid an effect, and you fail on your save to avoid/end that effect, you can instead choose to succeed on it. Additionally, if you must use your action to roll to avoid an effect, you instead use your bonus action.
You can use this ability once per long rest at level 6, twice per long rest at level 10, three times per long rest at level 14, and four times per long rest at level 17.
Summon Retainer
At 9th level, you can call forth your Retainers. As a bonus action, you can summon one of your Retainers to an unoccupied space in 5 feet of you, as long as they are conscious, willing and within 10 miles of you.
When you summon a Retainer in this way, you can immediately use your Edict action without expending a use of it or using your action.
You can use the first part of this ability an amount of times equal to your Charisma modifier per long rest, and the second part once per short or long rest.
Come To My Aid
Upon reaching 11th level, you are able to beckon one of your Retainers to protect you. As a reaction to being attacked, you can expend one use of your Influence Die and make a willing Retainer within 5 feet of you to become the target of that attack instead. Upon using this feature, roll the expended Influence Die, and increase the Retainer's maximum Hit Points by the amount rolled until the end of it's next turn.
You can use this feature an amount of times equal to your Charisma Modifier per long rest.
Enhanced Retainers
When you reach 14th level, the abilities bestowed onto your Retainers are increased, as you gain the following features:
-
Your Service is Not Over When a Retainer fails a death saving throw, you can expend up to 2 of your Influence Die, and add the rolls to the failed throw. You can do this once per long rest.
-
Noble Providence On your turn, you can use your action to roll up to half your Influence Die, and distribute the amount rolled between your Retainers, restoring their Hit Points by that much.
-
Protection When you use your Come to My Aid Feature, you can additionally grant the chosen Retainer resistance to one of the damage types of the attack, lasting until the beginning of their next turn. You can use this ability an amount of times equal to your Charisma modifier per short or long rest.
Follow My Lead
By 18th level, you've become a shining beacon to lead your allies. When a Retainer can see another Retainer or you, they gain an increase to their attack and one damage roll per attack equal to your Proficiency Bonus + the amount of Retainers they can see, once per action.
Inheritance
When you roll for initiative, if you have no Influence Die left, you regain one use.
Superior Noble
At 20th level, the blood pulsing through your veins allows you to transform into a royal paragon. On your turn, as an action, you can transform into a Noble Paradigm, gaining the following abilities:
- For each Retainer within 20 feet of you, you gain a +1 bonus to your AC
- When using your Edict action on a creature, you can increase their Hit Points by a roll of your Influence Die.
- When you roll an Influence Die, you can choose to have it roll the maximum amount possible. You can do this an amount of times equal to how many Retainers you can see per transformation.
- Your Retainer abilities that would normally work only once per long rest now can occur one additional time.
A Noble Paradigm
When Noble's transform through their Superior Noble feature, they take on a much more wondrous appearance than the one they currently hold, often based off of their lineage. For example, an Elven Royal might become a being made of plants, with sprites that tend to their clothing in the midst of battle. A Dwarven Warlord, on the other hand, may become a being made of stone, with armour made of precious jewels and an illusory shadow behind each swing of their weapon.
The possibilities are endless! Consult your DM to see hints of your character's backstory you can incorporate into their Paradigm form.
Noble Lineage
Nobles all claim some sort of prestigious bloodline, whether it be royalty or otherwise. Choose a lineage for your character, which grants you various features at different levels.
Royalty
The children of queens and kings, Nobles who hail from royalty are equally respected and feared by all they come across. When they meet commoners, they are often praised for their high status.
Royal Influence
Upon claiming this lineage, you gain proficiency in Arcana checks, and your Charisma is increased by 1 (to a maximum of 20).
At 16th level, your Charisma score can be increased to 22.
Monarchical Gaze
Even at 1st level, your very look can incite fear or praise from the commonfolk. As an action on your turn, you can force a creature to make a Charisma saving throw against your Royal Save DC, or be charmed or frightened of you (your choice). When charmed or frightened of you in this way, the creature can make another saving throw to end the effect on itself, at the end of each of it's turns.
When charmed by you in this way, the creature speaks only praises of you and your families benevolence, regailing tales it has heard of your kingdom, and it follows simple commands you give it, provided they won't cause harm to the creature. When frightened by you in this way, the creature cannot speak or provide the verbal components of a spell, and must spend each turn trying to leave your line of sight, whether that be by hiding or running away.
Apart from succeeding on it's saving throw, the charmed effect ends on a creature if it is harmed by you or your allies, or you tell it to harm a creature it is friendly to, and the frightened effect ends if it ends it's round at least 60 feet away from you, or it has evaded your line of sight for at least two of it's own full turns. Additionally, these effects end on their own after 1 hour.
Also, if you become charmed or frightened, all creatures currently charmed or frightened by you due to this effect immediately end the effect on themself.
You can use this feature an amount of times equal to your Proficiency Bonus per long rest.
Royal Save DC
Swear Fealty
At 5th level, you can better force a creature to swear it's fealty to you. When you use your Monarchical Gaze feature, you can subtract an amount from it's roll to avoid the effect equal to the amount of your Retainers that creature can see.
Invoke Loyalty
At 9th level, when a creature you can see succeeds on a saving throw to avoid being charmed or frightened, you can use your reaction to expend and roll one of your Influence Die, subtracting that much from the total roll.
If this causes the creature to fail it's roll and you were not the original caster of the charming/frightening effect, you can force the original caster to make a Charisma saving throw against your Royal Save DC. If the creature fails, you instead become the target of the charmed/frightened creature, as if you had cast the spell or effect that caused the creature's status condition. The charmed or frightened condition ends on that creature as per the original abilities description, and you take on any Concentration the effect might require.
You can use the second part of this ability once per short or long rest.
Protect the Crown
At 13th level, your aura is such that you can force creatures to protect you. When you are targeted by a damaging effect or attack, and you can see a creature that is charmed or frightened by you, you can cause that creature to immediately move up to it's movement speed and become the new target of the damage if it ends up within 5 feet of you. This uses your reaction
If the attack or effect causes damage in an AoE, the creature takes 1.5x the damage, and you only take half. Additionally, when the creature takes damage because of this feature, it can immediately make a roll to end the charmed or frightened condition on itself.
You can use this effect an amount of times equal to your Proficiency Bonus per long rest.
Royalty Manifest
Also at 13th level, your royalty grants you advantage on saving throws against being charmed or frightened, or on ending a charmed or frightened effect on yourself.
Bow Down or Perish
At 17th level, When a creature successfully avoids or ends one of your charmed/frightened effects on itself, you can use your reaction to immediately cause one of your Retainers within 5 feet of the creature to attack it, as if under the effects of your Edict feature without expending a use of it.
You can use this effect an amount of times equal to your Charisma modifier per long rest.
Warlord
Those who hail from Warlord lineages are those who's ancestors took over a region through force, perhaps after winning a war or through an invasion of their land. Their names are feared throughout all the land.
Battle Training
Upon claiming this lineage, you gain proficiency in medium and heavy armour, as well as two martial weapons of your choice.
Fell Strike
At 1st level, as a bonus action on your turn, you can expend an amount of your Influence Die equal or up to your Charisma Modifier. Roll these dice, and add that much to the damage of one attack you make this turn.
Additionally, your blows are devastating. After dealing additional damage due to this ability, the targeted creature subtracts an amount from it's Concentration check equal to the amount of additional damage dealt.
Extra Attack
At 5th level, you can attack twice, instead of once, on your turn.
War Commander
At 9th level, when one of your attacks is used for Edict, you can use an Influence Die to increase the creature's damage by the amount rolled on it + your Cha Mod.
Baleful Aura
Also at 9th level, when a creature fails it's save against your Authoritative Aura effect, and when it takes it's additional damage, you gain advantage on your next attack on that creature.
Press the Advantage
At 13th level, your damage rolls increase by 1 for each Retainer you have that is not incapacitated.
Conquer
At 17th level, when you use your War Commander feature, you can instead use a d8 instead of an Influence Die, still adding your Charisma Modifier.
Additionally, the damage increase effect of your Socialite's Scorn ability can apply to your own attacks as well.
Common Birthed
As a Common Birthed, either you or your parents married into nobility or became nobles through other means. In other words, you were not born a noble, but instead became one after much time. Perhaps a Fey fancied you, and elevated your place in the world, or you became close friends with the former princess, now queen, and have been given a place in her court. You are much more in touch with the commoners, but that means you also do not hold as much sway as a noble proper.
Commoner Origins
Before claiming this lineage, you have lived a life amongst the commonfolk, and now are well-versed with them. When you make a Persuasion check, you do so with advantage. Also, at 5th level, your bonus to Persuasion checks increases by 1 for each Retainer you have.
Empathization
At 1st level, choose a creature friendly to you that can hear you. As a bonus action, you become empathized with that creature. While empathized, both you and the creature gain the following benefits:
- When you cast a spell, your Spell Save DC and Spell Attack Modifier both increase by your Charisma Modifier
- When you make a Concentration Check or Ability Check, you gain a bonus equal to your (The Noble's) Charisma Modifier.
You stay empathized with a creature for 1 minute, and can do so once per short or long rest.
Commune
By 5th level, your commands are gentler and less demanding. When you use your Edict action on a Retainer, they can cast a spell with a casting time of one action, instead of using an attack.
Preservation
Upon reaching 9th level, your grace shines upon your allies. When you use Edict on an Empathized creature and it casts a spell of 2nd level or lower, they do so without consuming a spell slot. After this ability is triggered, it cannot be triggered again before completing a short or long rest.
Compassion
Also at 9th level, you relate to your retainers and wish to protect them. Both your and the creature you're Empathized with gain the following features:
- As a reaction to the other Empathized creature being targeted for an attack, an Influence Die is consumed, and the creature gains Temporary Hit Points equal to the amount rolled + your Charisma Modifier.
- While Empathized with someone within 20 feet of you, your maximum Hit Points are increased by one roll of your Influence Die (without it being expended).
Additionally, you can Empathize an additional time per short or long rest.
Inspiration
By 13th level, your charismatic aura extends to your retainers. When you are Empathized with one of your Retainers, you can choose to activate this feature by expending and rolling an Influence Die. Both you and the Empathized creature's Intelligence, Wisdom, and Charisma scores increase by the amount rolled.
This bonus lasts until you or the creature makes an attack or saving throw that uses the boosted stat, unless the attack misses or the saving throw fails. When a creature casts a spell due to your Edict action, you can choose to use and roll another Influence Die to refresh or restart the effect.
Ennoblement
Upon reached 17th level, you've reached your full potential as a Noble. You can become Empathized with an additional creature.
Also, when you use your Inspiration feature, you can choose to roll a d6 instead of using an Influence Die.
Nomad
Nobles who hail from this origin are those who have travelled the land, and have been overseers of trade routes since time immemorial. They are the protectors of the land, but that does not deny their nobility. They are looked upon highly by both nobles and commoners, and are often looked to for protection and support during perilous travels.
Nomadic Journeys
Years of travelling risky trails and routes between settlements have hardened you for battle. When you claim this as your lineage, your Hit Dice become 1d10, instead of 1d6, and your Hit Points are increased accordingly. Additionally, your Constitution Modifier is increased by half your Charisma Modifier (rounded up).
Establish Trade
Even at 1st level, you've learned how to create trade routes. As a bonus action, choose four points you can see. Within the range of those four points becomes your Silk Road. When you use this feature, you expend and roll an Influence Die, increasing your maximum Hit Points by the amount rolled.
While in the Silk Road, creatures that are friendly to you of your choice have the damage they take reduced by your Proficiency Bonus, but each time they are attacked you take that much as damage. This ability cannot cause you to fall below 1 Hit Point or reduce damage to less than 1. If it would cause you to fall below less than 1 Hit Point, the Silk Road ends and you instead go to 1 Hit Point and gain one level of exhaustion. Exhaustion gained in this way does not stack, and is removed during a short rest.
You can deactivate the Silk Road as a bonus action. Otherwise, it lasts for 10 minutes.
You can use this ability once per short or long rest. Also, as you gain levels in this class, the amount of Influence Die you can expend for this feature increases. At level 3, 6, 9, 12, 15, 18, and 20, the amount increases by 1, for a total of 8 die expended at level 20. At level 10, allies damage taken is reduced and your damage received is increased by your Charisma Modifier.
Caravan
At 5th level, your fortitude has increased due to your journeys. Each time you grant a creature temporary hit points, you gain the same amount of temporary hit points. Whenever you gain temporary hit points, they can stack instead of just taking the higher amount.
Also, while the Silk Road is active, the Hit Points of all friendly creatures (apart from yourself) in it's range increase by your Charisma modifier + one roll of your Influence Die (without using it).
Press Onwards
By 9th level, your determination carries you onwards. While the Silk Road is active, the first time the Silk Road would be deactivated due to you falling below 1 Hit Point, you can choose to instead expend up to half of your Influence Die and roll them, regaining that many Hit Points. When this feature is activated, the Silk Road will not be deactivated.
This feature can occur once per creation of a Silk Road.
Respected Trader
At 13th level, many have heard of the diplomatic deeds you have performed, word even having spread to your enemies. When you are would take damage from sources other than your Silk Road, it is decreased by double the amount shown in the Hit Points Fluctuation column in the Noble Table, and when you take damage from the Silk Road, it is decreased by the amount shown on the Noble Table, but not to less than 1.
Nomad's Expertise
Also at 13th level, your techniques have spread to your allies. For each Retainer in range of your Silk Road, all Retainers gain a +1 bonus to Saving Throws they make while in range.
Also, neither you nor your Retainers are affected by difficult terrain within the range of your Silk Road.
Blessed Travels
By 17th level, your journeys have been blessed. When using your Press Onwards feature, you use the maximum amount possible on your Influence Die instead of rolling them, and you expend only half of the die you would normally use, but still gain the effects as if using them all. Also, when this feature is activated, you and up to 3 of your Retainers that you can see are cured of any effect causing you to be Charmed, Frightened, Poisoned, Paralyzed, or Stunned.
FeyWild Heir
While almost all nobles are heirs to something, those who claim this lineage are born with FeyWild magic coalesced within them, growing and granting them mystical abilities befitting the nature of a Fey. They are rare, far-flung between, but often highly respected as not many wish to draw the ire of one harbouring fey magic.
Blessed by the Fey
When you claim this lineage, you are blessed by powerful Fey. You gain proficiency in either Performance, Persuasion, or Deception. If you have proficiency in all three, instead gain expertise in one.
Wild Hunt's Whisper
Also at 1st level, the Wild Hunt's grace can be bestowed upon your allies. As an action on your turn, you can expend and roll one of your Influence Die. Choose a friendly creature that you can see; starting from the next round of combat, that creature's Initiative is increased by the amount rolled for the remainder of the current encounter. Also, until the end of the creature's next turn, it's movement speed is increased by 5 x the amount rolled.
After using this ability, you cannot do so again before you complete a short or long rest.
Hearth of the Winter Court
At 5th level, you invoke the power of the Winter Court. When using the Edict action on one of your Retainers, you can expend an Influence Die. The creature immediately takes it's turn after you for this round, and has one of it's damage rolls on the next turn increased by the amount rolled on the Influence Die.
You can do this an amount of times equal to your Charisma Modifier per long rest.
Melody of the Summer Court
At 9th level, your connection to the FeyWild draws you there for fleeting moments. You learn the Misty Step spell, and can cast it an amount of times equal to your Charisma Modifier.
Additionally, immediately after you use this feature, you can take the Edict action, but without expending a use of it or using your action. You can ignore the restriction for Edicts per turn when casting in this way, but only can use this ability once per short or long rest.
Dryad's Dance
At 13th level, you and your Retainers are influenced by the magic of the Dryads. You gain a bonus to your Initiative equal to your Charisma modifier. Also, when Initiative is rolled, you can choose one of your Retainers to also gain this bonus.
Unseelie Strike
Also at 13th level, the sheer power of the Unseelie Court snakes itself into your hands. When you take the Edict action for the first time in an encounter, you can additionally use Edict on another creature, provided that creature can hear you and is one of your Retainers. When it attacks in this way, the creature gains double the roll bonus, but cannot gain temporary hit points from this feature.
Blessing of the Fey Queens
By 17th level, the fey energy coursing through you rivals even that of the Queens of the Courts. When you roll Initiative and you have no uses of your Edict action, you gain one use. This does not count against your maximum amount of Edict uses.
Additionally, the amount of Edict uses you can have per long rest increases by your Charisma modifier.
The Noble
A class by u/TeamDraco
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