King (5e Class)

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King[edit]

<!-Introduction Leader->[edit]

Creating a King[edit]


Quick Build

You can make a King quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Wisdom or Strength. Second, choose the Noble background. Third, choose shortsword, diplomat's pack, and padded armor.

Class Features

As a King you gain the following class features.

Hit Points

Hit Dice: 1d6 per King level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per King level after 1st

Proficiencies

Armor: Light armor
Weapons: simple weapons
Tools: None
Saving Throws: Charisma, Wisdom
Skills: Choose two from History, Insight, Perception, Intimidation, Persuasion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • leather armor
  • (a) diplomat's pack or (b) scholar's pack
  • dagger, a shortbow and quiver with 20 arrows
  • fine clothes, crown or other similar royal item
  • If you are using starting wealth, you have 4d6 x 10 in funds.

Table: The King

Level Proficiency
Bonus
Features
1st +2 Archetype, Royalty, Confident Warrior
2nd +2 Battle Order, Long Live the King
3rd +2 Majestic Command, Natural Talent
4th +2 Ability Score Improvement
5th +3 Royal Command
6th +3 Bow Down, Archetype
7th +3 Royal Resolve
8th +3 Ability Score Improvement
9th +4 Majestic Aura
10th +4 Archetype
11th +4 Lordly Strike
12th +4 Ability Score Improvement
13th +5 Fight for Me
14th +5 Archetype
15th +5 Majestic Aura
16th +5 Ability Score Improvement
17th +6 Inspiring Presence
18th +6 Legendary Order
19th +6 Ability Score Improvement
20th +6 Coronation

Archetype[edit]

Kings act in many different ways, reflecting their culture, upbringing and beliefs. Your archetype determines your approach to power, how you relate to your subordinates and how you rule. Your archetype give you features at 1st level, and again at 6th, 10th and 14th levels.

Royalty[edit]

As a king, you have an aura of power and authority that emanates from your confidence. Every creature who meets you can recognize the gravity and respect your birthright. You gain the following benefits:

  • You have advantage on Charisma (Persuasion) rolls made when interacting with members of the nobility or high society in a given region.
  • You have advantage on Intelligence rolls to recall information about heraldry, royal family trees and history of realms.
  • You have advantage on Charisma (Intimidation) rolls made when you are attempting to use your royal authority to give an order to someone.

In addition, you can add twice your proficiency bonus to one skill you have, reflecting your high education in some field. Alternatively, you can choose to learn one tool proficiency or language instead.

Confident Warrior[edit]

You are embolden by the notion that you are more important than anyone around you, and this affects your ability to fight with a specific weapon. Choose one weapon you are proficient with, and you can use your Charisma modifier, instead of Strength and Dexterity to attack and damage rolls made with it.

You can choose a different weapon by practicing with it during a long rest.

Long Live the King[edit]

You have the blood of the ancient kings running trough your veins, and either fate or godly favor protects you from death. At 2nd level, whenever an effect or attack would kill or reduce you to 0 hit points, you survive with 1 hit point instead.

In addition, immediately after, a mantle of majesty engulfs you, generating the effects of sanctuary. The save DC equals 8 + your proficiency bonus + your Charisma modifier.

Once you use this feature, you can't use it again until you finish a short or long rest.

Majestic Command[edit]

Starting at 3rd level, you inspire confidence with your words. Choose one creature within 30 feet of you. As a bonus action, you can give a bonus equal to your Charisma modifier to its next attack roll, ability check or saving throw (choose one).

Natural Talent[edit]

Starting at 3rd level, you can excel in any field thanks to your natural superiority. When you finish a long rest, choose any skill. Whenever you make a roll with that skill, you can add your Charisma modifier as a bonus to the result.

Ability Score Improvement[edit]

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.

Royal Command[edit]

Starting at 5th level, when you apply the Help action to aid an ally attacking an enemy in combat, then that ally may add your proficiency bonus to their own attack roll.

If your ally’s attack is successful, then you may also make a single attack targeted at that enemy immediately at the end of your ally’s turn (no reaction required).

Bow Down[edit]

At 6th level, you can use your action to command an enemy within 30 feet to bow down. The target must succeed on a Wisdom saving throw against a DC equal 8 + your proficiency bonus + your Charisma modifier, or it is knocked prone and it is either charmed or frightened until the end of your next turn.

In addition, whenever you use your action to command an enemy to bow, you can make an attack roll with your bonus action.

Royal Resolve[edit]

At 7th level, you have advantage on saving throws against the frightened and charmed condition. In addition, whenever you succeed a saving throw against these conditions, you can use a reaction to use your bow down feature against the source of the effect, if it is a creature.

Majestic Aura[edit]

Starting at 9th level, you develop an aura of 10 feet. Whenever an allied within your aura area makes an ability check, you can use you reaction to allow that ally to use your Charisma modifier, instead of any ability score he would use for that check.

In addition, the first two attacks made by an ally within the aura area gains a bonus equal to your Charisma modifier to the attack roll.

Starting at 15th level, the aura increases to 30 feet.

Lordly Strike[edit]

Starting at 11th level, whenever you score a critical hit with an attack made using your Charisma, you add half your level in this class to the damage roll (rounded up) and the creature is affected by your Bow Down feature.

Fight for Me[edit]

At 13th level, you can inspire your allies to keep fighting. Any creatures inside your Majestic Aura add your Charisma modifier to all their saving throws. This features bonus is not cumulative with Paladin features.

When an allied creature inside your aura takes damage, you can use your reaction to reduce the damage taken by an amount equal to your level + your Charisma modifier. Alternatively, when a creature inside your aura is reduced to 0 hit points, you can use your reaction to cause it to be reduced to 1 hit points instead.

You can use this feature a number of times equal to your proficiency bonus, and regain your uses after finishing a long rest.

Inspiring Presence[edit]

Starting at 17th level, whenever you hit a creature with an attack, you can choose to inspire a creature within 30 feet, allowing that creature to make a single weapon attack using its reaction.

Legendary Order[edit]

At 18th level, you can cast the spell command at will, using your bonus action. Charisma is your spellcasting ability for this spell, and it is cast as a 2nd level spell.

Coronation[edit]

At 20th level you become a true king. Your Charisma score increase in 4, to a maximum of 24.

In addition, you exude a constant aura of fear and awe. At the start of your turn, you can choose one creature within 60 feet of you that can see you. That creature must succeed a Wisdom saving throw against a DC of 8 + your proficiency bonus + your Charisma modifier. On a failed save, that creature is either charmed or frightened (your choice) for 1 minute. The creature can make a saving throw on each of its turns to end the effect.

Wanderer King[edit]

All that is gold does not glitter, Not all those who wander are lost. Some are descendants of a long lineage of kings, disguised as travelers and vagabonds, merging with the populace, awaiting for the right time to arrive and reclaim their rightful place on the throne. Wanderer kings wander to the kingdom lands, protecting it from threat and inspiring the population without the need to call attention to their royal origin.

Border Walker

Starting at 1st level, you have a deep knowledge of the wild places inside your realm. Choose one favored terrain: arctic, coast, desert, forest, mountain, swamp or urban. When you make a Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient with.

In addition, any Charisma checks made on your favored terrain are made at advantage. You can choose a new one at 9th and 17th levels.

Wilderness Stalker

Starting at 1st level, you can use your bonus action to take the Hide action. In addition, you can take the Hide action. When you are on your favored terrain, you can take the Hide action even when you are clearly seen.

In addition, you are proficient with the longbow and the longsword (only used in two hands).

Unseen Warden

Starting at 6th level, when you make an attack against an enemy while hidden, you can use your reaction to take the Hide action again.

In addition, while not hidden, any creature within 5 feet of you is immune to the frightened condition. This increases to the range of your Majestic Aura feature when you get it.

Dreadful Strike

By 10th level, when you hit an enemy when you have advantage on the attack, you deal additional 1d8 and the opponent must succeed on a Wisdom saving throw against a DC equal 8 + your proficiency bonus + your Charisma modifier, or it is frightened by you until the end of your next turn.

The damage increases to 1d10 at 13th level and 1d12 at 17th levels.

The Return of the King

Starting at 14th level, you can reveal your true heritage as a king. When doing so, any creature that can see you within 30 feet needs to succeed on a Wisdom saving throw against a DC equal 8 + your proficiency bonus + your Charisma modifier, or it is affected by the effects of the spell mass suggestion or fear (but lasting 24 hours).

Warrior King[edit]

Not all kings send their troops to war while sitting comfortably behind the protections of the high castle walls. Warrior kings lead by example, riding on the battlefield alongside their subjects and knights, leading the charge and giving powerful speeches to encourage the soldiers.

Battle Ready

At 1st level, you gain proficiency with heavy armor, martial weapons and shield.

Lift the Spirit

Starting at 1st level, when you or an ally that you are assisting reduce a hostile creature within 5 feet to 0 hit points, then you can use your reaction to give that ally a number of temporary hit points equal to your level in this class + your Charisma modifier.

When you gain the Majestic Aura feature, the range of this feature become the range of the aura.

Avenging Strike

Starting at 6th level, whenever you or a creature within 5 feet take damage from an attack, you can use your reaction to make a melee weapon attack against the attacker, adding your Charisma modifier to either the attack or the damage roll.

When you gain the Majestic Aura feature, the range of this feature becomes the range of the aura.

Rally Troops

When you reach the 10th level, whenever you hit a creature with an attack you can choose to command one creature within your Majestic Aura feature range to make a single weapon attack against an enemy.

You can use this feature a number of times equal to your Charisma modifier, and regain your uses after finishing a long rest.

Leadership

Starting at 14th level, when you hit a creature with a weapon attack, all allied creatures inside your Majestic Aura gain a bonus equal to your Charisma modifier to their damage rolls.

Benevolent Ruler[edit]

Some kings are recognized not by their magnanimity, but by the kindness of their heart. The existence of benevolent rulers prove that power doesn't always corrupt, but instead only enhances some natural trait of a individual. These kings care for their subjects and suffer with the suffering of the people, and thus work to make the lives of everyone in the realm better.

Aura of Benevolence

Starting at 1st level, you become proficient in the Persuasion skill. If you already are proficient with it, you can add twice your proficiency bonus to checks made using this skill. In addition, whenever you roll initiative when you are not surprised, you can try to make one creature hostile to you to become indifferent, winning a contested Charisma (Persuasion) check against the Wisdom (Insight) of the target.

On a success, that creature will be indifferent to you until you take a harmful action towards it or its companions.

Inspiring Words

At 1st level, you can use your words to give inspiration and confidence to your allies. When an allied creature reaches 0 hit points, as an action while you are within 5 feet of it you can cause it to return to 1 hit point, and a number of temporary hit points equal to your Charisma modifier.

When you gain the Majestic Aura feature, the range of this feature becomes the range of the aura.

You regain use of this feature when you finish a short or long rest.

Powerful Speech

Starting at 6th level, whenever you roll under 9 on a Charisma (Persuasion) check, the result is considered to be a 9 instead.

In addition, In addition, you can give a powerful speech, to bolster the resolve of your allies. The speech last for 10 minutes, and you can target a number of creatures equal to your Charisma modifier. You can choose one of the following effects:

  • The chosen targets gain a number of temporary hit points equal to your King level + your Charisma modifier. In addition, they have advantage on the first Wisdom or Charisma saving throw they make, for a number of hours equal to your level in this class.
  • The chosen targets become impressed with the speech, which give you advantage on all Charisma (Persuasion) checks you make against them for the next hour.
Mantle of Comfort

Starting at 10th level, when you take a short rest, you can forgo the benefits of this rest to tend to lift the spirit of your allies. Doing so causes them to recover the maximum amount of hit points per each hit die they spend + your Charisma modifier.

In addition, you can choose to spend your hit dies to recover class features of your allies. For each hit die spent, you can recover the same amount of spell slots (to a maximum of 5th-level spell slots) or class features, by spending a number of hit die equal to the level in which the character gain that feature, up to a maximum of 10th level class features.

Great Diplomat

Starting at 14th level, your aura of goodness make people instantly like you and work in service of your best interest. As an action, you can choose one creature that can see you. That creature must succeed on a Wisdom saving throw against a DC of 8 + your proficiency bonus + your Charisma modifier. On a failed save, that creature is An ability score was not entered for this template! by you for an amount of hours equal to your proficiency bonus and becomes friendly after that duration, or until you do anything harmful against it. On a success, the attitude of that creature changes one step in your favor (hostile becomes indifferent, indifferent becomes friendly).

You can use this feature a number of times equal to your Charisma modifier, and regain your uses after finishing a long rest.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the King class, you must meet these prerequisites: Charisma 13

Proficiencies. When you multiclass into the King class, you gain the following proficiencies: light armor, swords, rapiers, simple weapons, one skill from class list

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