Grancrest Noble (5e Subclass)

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<Grancrest Lord>[edit]

Must be of Noble background


When you reach 3rd level, you augment your martial prowess with your crest to gain the ability to cast spells. You are only able to cast spells that affect your weapons and armor/clothing.


You learn two cantrips of your choice. You learn an additional cantrip of your choice at 10th level.

Spell Slots[edit]

The Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.

Spellcasting Ability[edit]

Strength is your spellcasting ability for your spells, since you learn your spells through your crest. You use your strength whenever a spell refers to your spellcasting ability. In addition, you use your strength modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Strength modifier

Spell attack modifier = your proficiency bonus + your Strength modifier

Crest Defender[edit]

At 3rd level you gain the ability to project your crest to shield either yourself or an ally within 20 ft of you as a reaction. You must take a short or long rest to regain uses. At 6th, 9th, and 12th levels you gain additional uses.

Bladed Crest[edit]

At 3rd level using the power of your crest you gain the ability to enhance your weapons damage by 1d8 for one turn as a bonus action. You must take a short or long rest to regain uses.At 6th, 9th, and 12th levels you gain additional uses.

Crest Shot[edit]

At 3rd level you turn a heavy cross bow into a magical item that shoots magicical shots that deal 1d10 damage that are powered by your crest. You have 6 charges at level 3 and 6 more at levels 8 and 12. The damage increases by 1d10 at levels 10 and 14. If you lose or your cross bow is destroyed you may create another using a new heavy cross bow and it takes 1 hoir to turn it into a magical item.

Shield of Crest[edit]

At 5th level you can project your crest over 5 creatures of your choice and increase their AC by 2, at 9th level the AC increases by 4. This effect lasts for 1d6 rounds and increases by 1d12 at 14 level. You must take a long rest to regain this ability.

Sword of Crest[edit]

At 5th level you can project your crest over 5 creatures of your choice and increase their attack and/or spell damage rolls 3, at 9th level the the damage increases by 6. This effect lasts for 1d6 rounds and increases by 1d12 at 14 level. You must take a long rest to regain this ability.

Crest Magic[edit]

Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.

Additional Fighting Style[edit]

At 10th level, you can choose a second option from the Fighting Style class feature.


While you are wearing armor, you gain a +1 bonus to AC.


When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting[edit]

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.


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. You must be wielding a shield.

Two-Weapon Fighting[edit]

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Superior Critical[edit]

Starting at 15th level, your weapon attacks score a critical hit on a roll of 18–20.

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