[To be filled in later]
Orders
At 1st level, your words and voice have an authority and magic of their own, granted by a powerful connection to true and old royalty. At first level you can choose a single Order from the Orders listed below and can gain new Orders at 6th, 10th, 14th, 17th, and 20th levels. As an action, you can give a single creature within 30 feet of yourself, that can hear and understand you, an Order. These Orders have a range of beneficial effects and have a duration equal to your charisma modifier with +1 = six seconds unless stated otherwise. Orders can be stacked to prolong their effects.
Offensive Order: The creature under the effect of this Order has advantage on all attack rolls until the Order wears off, the creature under the effect of this Order also gains a bonus to all damage rolls equal to your charisma modifier until this Order wears off.
Defensive Order: The creature under the effect of this Order gains a bonus to their AC equal to your Charisma modifier until this Order wears off. The creature under the effect of this Order gains resistance to a single type of damage of your choice until this Order wears off.
Mobility Order: The creature under the effect of this Order gains a bonus to their movement speed equal to your charisma modifier (+1 = 5 feet) until this Order wears off. The creature under the effect of this Order gains advantage on all dexterity (Reflex/dodge) saving throws until the effect of this Order wears off.
Magi Order (Requires Offensive Order): The creature under the effect of this Order gains an extra 1d8 + your charisma modifier elemental damage of your choice added to all damage rolls until the effect of this Order wears off.
Burst Order (Requires Offensive Order): The creature under the effect of this Order may use two attack actions per turn as a standard action until the effect of this Order wears off.
Death Order (Requires Magi Order & Burst Order): The creature given this Order has a chance of causing instant death equal to your charisma modifier (+1 = 2%) to the next creature they hit with an attack. This order is single use and can only be given to a single creature once every 24 hours.
Vigor Order (Requires Defensive Order): The creature under the effect of this Order has their maximum health boosted based on your charisma modifier (+1 = 5 HP) until the effect of this Order wears off.
Recovery Order (Requires Vigor Order): The creature under the effect of this Order is healed by their constitution modifier + your charisma modifier (if either modifier is a negative it is treated as a 0) every six seconds until the effect of this Order wears off.
Negate Order (Requires Recovery Order): The creature under the effect of this Order has immunity to all status conditions other then Incapacitation, Unconsciousness, and Death until the effect of this Order wears off.
Fearless order (Requires Negate Order): The creature under the effect of this Order, if they have their hit points dropped to or below zero for any reason, will be immediately healed by 3HD + their constitution modifier + your charisma modifier. This order is single use and can only be given to a single creature once every 24 hours.
March of the Monarch
At 2nd level you have learned to hone the power of your voice and use for more long term effects. While traveling on foot, all friendly creatures within thirty feet of you gain 1 + your charisma modifier temp HP for every 60 feet of movement; up to a maximum of your Sovereign level x 4.
Paths of Destiny
At 3rd level two different paths of leadership and royalty are before you, one being the Path of the Tactician, lending your voice to your ally’s to lead them though the best path to victory. While the other path, the Path of the Noble, lets you target your enemies with your voice putting those who would dare stand before you back into their place while you fight alongside your allies. Both detailed at the end of the class description. Your choice grants you features at level 3 and again at 7th, 11th, and 15th 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 by 1. As normal, you can’t increase an ability score above 20 using this feature.
Veil of Royalty
At 5th level with the further embracement of your royal heritage your very presence can bolster your ally’s and raise moral, as long as you remain dignified. As long as you are at full HP, all ally’s within 10 feet of you, at the start of their turns, gain HP equal to your Charisma modifier. This ability gets stronger at 10th level, increasing the range to 20 feet, and again at 15th level increasing the range to 30 feet.
Pledge of Victory
At 10th level you have learned how to expand the power and commanding reach of your voice, allowing you to give mass orders to your allies. Once per long rest, as a free action, you can make a Pledge of Victory and the next Order you give is applied to all friendly creatures with 60 feet who can hear and understand you.
Voice of reason
At 13th level magical power of your noble voice has grown so strong it slips its way into all your words. When using the Deception, Intimidation, or Persuasion skill, against a humanoid creature, you can treat any d20 roll of 9 or lower as a 10.
Royal Decree
At 17th level you have nearly mastered the power of your voice and can bring even greater morale to your allies and strike dread into your enemies hearts. As an action, you can dispel all of your currently active Orders on your allies. All friendly creatures within 30 feet of yourself gain 5 temporary hit points per dispelled Order + your Charisma modifier, and all hostile creatures that can see you have their AC reduced by the number of Orders dispelled for one minute.
Proof of Nobility
At 20th level the magic power of your voice and your dignified aura leave all creatures that see you without doubt that you a spawn of true royalty. Once every 24 hours, you can spend an action to bolster the active Orders on your allies, doubling their duration. Furthermore, your Charisma score increases by 4, your maximum for this score is now 24.
You start with the following equipment, in addition to the equipment granted by your background: ???, 6d4 x 10 gold.
Path of the Tactician
Reinforce
At 3rd level when you choose Path of the Tactician you learn to give your allies a little extra boost with every order to ensure survivability and victory. Whenever you give an Order to a creature, both you and the chosen creature gain temporary HP equal to 1d4 + your Charisma modifier. This ability upgrades at 8th level to 1d6 + your Charisma modifier, and again at 13th level to 1d8 + your Charisma modifier.
Draining Decree
At 7th level you’ve learned of another strategy and worked a new ability into your commands. When you give a creature an Order, every attack it lands for the next thirty seconds, gives them temporary HP equal to ¼ their damage + your Charisma modifier.
Persistent Decree
At 11th level you have implemented another strategy to strengthen your Orders. Whenever a creature under the effect of one of your Orders is damaged, the damage they would have taken is reduced by your Charisma modifier, if this would put the damage into the negatives, it is treated as a 0.
Final Decree
At 15th level you have come up with your greatest strategy yet to increase survivability in battle, Whenever a creature is under the effect of one of your Orders, they gain a +1 to their ATK and AC to a maximum of your Charisma modifier.
Path of the Noble
On your knee
At 3rd level you have turned your great voice and the power within it towards your enemies. By using one of your Order slots you may target a single creature within 30 feet who can hear and understand you, the target creature must then make a Charisma saving throw against your Command (DC 10 + your Charisma Modifier + Proficiency) on a failed save they have their AC reduced equal to ½ your Sovereign level.
Noble Dignity
At 7th level your dignity as a true noble helps to spur you on in combat, aiding you in staying in the fight by your comrades sides. Whenever you take damage while a creature under the effect of one of your Orders in within 10 feet you can regain HP equal to your Charisma modifier. This ability upgrades at level 14 increasing the range to 30 feet.
Noble Lineage
At 11th level the magical power within your blood only grows stronger and your time on the battlefield has only caused it to boil with renewed energy. Once every 24 hours you can regain a number of your Order slots durring a short rest equal to 1 + your Charisma modifier.
Royal Renewal
At 15th level the true power of honor of the old royalty burns within you, giving your voice a Noble intensity that persists and lingers within your allies. Whenever an one of your Orders would wear off from a creature within 15 feet of you, they have a chance equal to your Charisma modifier (+1 = 5%) to have the Order remain active for another six seconds. This Ability can trigger on a single wavering Order a maximum of time equal to your Charisma modifier.
Level | Proficiency Bonus | Features | Order limit |
---|---|---|---|
1st | +2 | Orders | 3 orders per long rest |
2nd | +2 | March of the Monarch | |
3rd | +2 | Subclass (Tactician/Noble), Subclass feature | |
4th | +2 | Ability score improvement | 6 orders per long rest |
5th | +3 | Veil of Royalty (Royal Veil) | |
6th | +3 | Orders | |
7th | +3 | Subclass feature | 9 orders per long rest |
8th | +3 | Ability score improvement | |
9th | +4 | --Nothing-- | |
10th | +4 | Pledge of Victory, Orders | 12 orders per long rest |
11th | +4 | Subclass feature | |
12th | +4 | Ability score improvement | |
13th | +5 | Voice of reason | 15 orders per long rest |
14th | +5 | Orders | |
15th | +5 | Subclass feature | |
16th | +5 | Ability score improvement | 18 orders per long rest |
17th | +6 | Royal Decree, Orders | |
18th | +6 | --Nothing-- | |
19th | +6 | Ability score improvement | 21 orders per long rest |
20th | +6 | Proof of Nobility, Orders | |