Prince (5e Class)

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Prince[edit]

The commander orders all soldiers to move into battle, marching with wrath in their eyes. After a gruesome battle, bodies are left on the ground, with many of them having sustained serious injuries and a few of them no longer living, but one of them stands unfazed. A single soldier who brands a symbol of the royal family in his clothing. With ludicrous speed and might, he swipes all of the enemies with various slashes and cuts, making all of them fall in combat. With a weary heart and bloody hands, the soldier says: "I swear that I will stop this war, no matter what."

Princes are natural heirs to a monarchy, born to rule and command. With royal blood flowing in their veins, they gain a high combat prowess, sharp intellect, and masterful swordsmanship. Due to that, princes tend to be great commanders in wars and occupy high positions in hierarchy.

Naturally Talented[edit]

Princes tend to be highly talented in various areas due to the high position their parents occupy in society. As a reflection of that, most princes have not only great combat capabilities, but also have many abilities that most commoners do not.

Brand of The Gifted[edit]

All of the princes who are truly from the royalty have a brand on their body as proof of the Royal blood flowing through their veins. Some of them have it on their chest, others on their back, but most of them have it on their shoulder. This brand is an exclusive characteristic to princes, and it is the main reason why they are so talented in combat.

Creating a Prince[edit]

Marth.jpg
Marth, an Altean prince (artwork by reddverse, reddverse.tumblr.com)

When creating a prince, keep in mind the key components of the class. Who are your parents, and why are you the heir to their kingdom? Do you like being from aristocracy, or do you despise it? How is it to have so many expectations forced upon you? Perhaps you like the life in high positions and want to enjoy it as much as possible, or maybe you want to leave it all behind and live like an adventurer.

Quick Build

You can make a Prince quickly by following this suggestions. First, Dexterity should be your highest ability score. Make Intelligence your next highest score.

Class Features

As a Prince you gain the following class features.

Hit Points

Hit Dice: 1d10 per Prince level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Prince level after 1st

Proficiencies

Armor: Light Armor, Shields
Weapons: Simple Weapons, Martial Weapons
Tools: None
Saving Throws: Intelligence, Dexterity
Skills: Choose any four

Equipment

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

  • (a) any Martial Weapon or (b) any two Simple Weapons
  • (a) a Shortbow and 20 Arrows or (b) Any Simple Weapon
  • Studded Leather Armor
  • (a) a Dungeoneer's Pack or (b) an Explorer's Pack

Table: The Prince

Level Proficiency
Bonus
Features Might Combat Art Grade
1st +2 Royal Heritage, Might 2 -
2nd +2 Counter 2 -
3rd +2 Skilled Combatant, Rightful Heir 2 1st
4th +2 Ability Score Improvement 2 1st
5th +3 Extra Attack, Precision Strike 2 1st
6th +3 Lord's Enlightenment, Royal Heritage Feature 4 2nd
7th +3 Rallying Figure 4 2nd
8th +3 Ability Score Improvement 4 2nd
9th +4 Royal Heritage Feature 4 2nd
10th +4 4 2nd
11th +4 6 3rd
12th +4 Ability Score Improvement 6 3rd
13th +5 Royal Heritage Feature 6 3rd
14th +5 Ability Score Improvement 6 3rd
15th +5 Unbreakable 6 3rd
16th +5 Ability Score Improvement 8 4th
17th +6 Royal Heritage Feature 8 4th
18th +6 8 4th
19th +6 Ability Score Improvement 8 4th
20th +6 Royal Heritage Feature 8 4th


Might[edit]

As a result of your training with specific weapons since birth, you gain extra proficiencies with them. Choose a martial melee weapon and a simple ranged weapon. When attacking with those weapons, you are allowed to use your Dexterity modifier instead of your strength modifier for attack and damage rolls. Additionally, you gain a bonus equal your might to damage and attack rolls. You always get the Might bonus for rapiers, even if it isn't your weapon of choice. You can't choose weapons with the Heavy or Loading property. The might for your current level is shown at the Might column of the Prince.

Royal Heritage[edit]

At 1st level, your uncommon blood running through your veins grants you different abilities depending on your heritage: Conqueror Prince, Mercenary Prince, Dark Prince, Tactician Prince, and the Star Prince. The benefits from these are detailed at the end of the class description. Your choice grants features at 1st level and again at 6th, 9th, 13th, 17th and 20th level.

Counter[edit]

Starting at 2nd level, your keen senses allow you to make attacks from certain openings. When you are attacked by a creature within your reach, you can use your reaction to make a weapon attack against the creature. You can't use this feature for foes within 5 ft of you when using a ranged weapon. At 6th level, you no longer need to use your reaction. After using this feature, you can’t use it again until the start of your next turn.

Skilled Combatant[edit]

At 3rd level, you gain access to special abilities that reflect your difficult training.

Imperial Points

Your access to special abilities is represented by a number of Imperial Points. An Imperial Point is expended when you use it, and you regain all spent Imperial points after a Long rest. The number of Imperial points you have is calculated as follows:

  • Imperial Points: Your Prince level + Your Might + your Intelligence modifier + your Dexterity modifier
Combat Arts

You learn three Combat Arts of your choice. The Combat Arts you learn must be of a grade not greater than your maximum Combat Art grade. The Combat Arts Grade column of the Prince displays the level of Combat Arts you can use according to your level. You can only use one Combat Art per attack. You learn two additional Combat Arts of your choice at 6th, 11th and 16th level. Each time you learn a new Combat Art, you can also replace one Combat Art with a different one. When using a Combat Art that can fail, the Imperial Points are only expended if the Combat Art succeeds.

  • Imperial Point cost: Combat Art Grade + 2
Saving Throws

Some of your Combat Arts require your target to make a saving throw to resist the Combat Art's effects. The saving throw DC is calculated as follows:

  • Combat Art save DC = 8 + your proficiency bonus + your Intelligence modifier

Rightful Heir[edit]

Also at 3rd level, you begin to manifest more refined maneuvers in combat, allowing you to hit with more precision. Your critical attacks range becomes 19-20 on d20.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 14th, 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.

Extra Attack[edit]

At 5th level, you make an additional attack when you take the action to attack in your turn.

Precision Strike[edit]

Also at 5th level, your superior agility allows you to attack more effectively. You are able to see if a creature you can see has resistance to these three types of damage: Slashing, Piercing and Bludgeoning. When attacking a creature with a weapon that has the Might bonus, if the target has resistance to the type of damage of the weapon you are holding, you can use 1 Imperial Point to ignore the resistances of the creature and add your Might bonus to damage rolls made against that target until the start of your next turn.

Lord's Enlightenment[edit]

At 6th level, your abilities become more honed and your knowledge becomes more broad. You can waste 1 Imperial Point to add a bonus equal to your Intelligence modifier to an ability check you are proficient with or saving throw you aren't proficient in.

Rallying Figure[edit]

At 7th level, you can use your intelligence to figure out how to act faster. When rolling initiative, you can roll an Intelligence Ability Check and use that roll as your initiative instead. This roll doesn't benefit from initiative bonuses.

Unbreakable[edit]

At 15th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.

Conqueror Prince[edit]

The conqueror is a Prince that focuses on not allowing his enemies to even hurt him, permiting him to completely overwhelm his opponnents.

Conquest

Starting at 1st level, you can focus your aim to reach even the furthest of distances. Your Might can now be applied to Longbows, and when attacking a target with a ranged weapon beyond normal range, you ignore the disadvantage on the attack roll, and ignore half and three-quarters cover, and you ignore disadvantage imposed by attacking foes within 5 ft of you when using ranged weapons. Additionally, you are not vulnerable to attacks of any type, and can use the Counter feature when using ranged weapons.

Iron Will

At 9th level, your strong determination relieves some of the damage you receive from arcane sources. You have advantage in saving throws against spells and when you are subjected to an Effect from a spell that allows you to make a saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Agressor

At 13th level, your quick and brutal cutting skills further increase the damage you deal to your enemies. When you use an action to attack a target that has a initiative roll lower than yours, you gain a +2 bonus to all damage rolls during that turn.

Double Lion

At 17th level, your training grants you the ability to surpass your limits even further. You can expend 3 Imperial Points to use your attack action twice instead of once until the end of your turn. You can only use this feature once, and you regain its uses when you finish a short rest.

Divine Blade

At 20th level, your will to conquer revitalizes your spirit. At the start of each turn, you gain temporary hit points equal to 2d10 + your Constitution modifier.

Mercenary Prince[edit]

The Mercenary is a Prince that doesn't have a link to royalty anymore. Be it by abandonment or losing its parents to other causes, the Mercenary is still a Prince, however not as refined as its counterparts.

Heavy Blade

Starting at 1st level, your mercenary ways and combat style begins to manifest into combat. Your Might Bonus can now be applied to melee weapons with the Heavy property, if you choose them. Additionally, when you roll a 1 or 2 on a damage die for an attack you make with a weapon with the Heavy property, you can reroll the die and use the highest number.

Riposte

At 6th Level, you are able to break the rules of combat and further bolster your resistances. When you are attacked, you can use your reaction and expend 1 Imperial Point to grant a bonus to your AC equivalent to your Intelligence modifier until the start of your next turn.

Fortune

At 9th level, you understand your enemy so deeply that you can be unaffected from certain actions. Whenever you suffer a critical hit, you can turn that attack into a normal hit. Any effects triggered by a critical hit are canceled.

Steady Breath

At 13th level, your durability in combat is unmatched. With a bonus action, you can use up to 6 Imperial Points to regain hit points equal to 1d6 per spent Imperial Point + Intelligence modifier.

Veteran Intuition

At 17th level, your combat prowess permits you to predict certain actions. The first attack you make against a surprised creature is a critical hit. Additionally, enemies within 5 ft of you have a disadvantage on attack rolls when attacking your allies, and disadvantage on attack rolls made against you in the first round of combat. Additionally, you can use the Riposte feature without using Imperial Points.

Divine Blade

At 20th level, the royal blood flowing in your veins grants your weapons the divine energy, allowing you to retaliate at a distance. Your Counter feature can be used for any attack rolls made against you, regardless of your weapon.

Dark Prince[edit]

The Dark Prince is a direct descendant of dragons, making his psyche slightly corrupted, but granting him tremendous power in exchange.

Dragonstones

At 1st level, you gain a magic stone that is the manifestation of your dragon powers, and thus allowing you to transform into a human dragon hybrid. The dragonstone counts as two-handed, but you cannot attack with it. With a bonus action, you can turn into a dragon, granting you a +2 bonus to damage rolls and turning your AC into 13+ Dexterity modifier. Instead of weapon attacks, you can attack with your claw, breath or tail, with these attacks benefitting from the Might feature. The claw deals 1d12 slashing damage, the breath has a range of 120ft, dealing 1d8 force damage, and the tail deals 1d10 piercing damage and has Reach. These attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. You can keep this form for one minute. You can use this feature a number of times equal to your Intelligence modifier, and you regain all of your expended uses when you finish a long rest.

At 9th level, your bonus becomes +5 to damage rolls.

At 13th level, your AC becomes 15+ Dexterity modifier.

Nobility

At 6th level, your high birth allows you to persist in battle. When you fall below 0 hit points, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.

Dragon Scales

At 9th level, your scales become tougher and more resistant to damage. When transformed into a dragon, you have resistance to bludgeoning, piercing and slashing damage.

Byakuya

At 13th level, your dragon blood affects your Combat Art prowess. When you activate a Combat Art, your next attack that hits will be a critical hit.

Divine Blade

At 20th level, your dragon metamorphosis is complete, granting your Combat Arts a bonus. When transformed into a dragon, your Combat Arts never fail.

Tactician Prince[edit]

The Tactician Prince is able to use magic in combat, and also use it's intelligence to aid his allies in combat.

Tome Proficiency

At level 1, you gain proficiency with a special weapon exclusive to the Tactician, called "Tome". Tomes are a melee weapon, but have a range of 120 ft, inflicts 1d10 damage, and you can choose the type of damage it deals. The choices are Fire, Thunder, Electric, Radiant or Necrotic, and you can change the type of damage it deals with a bonus action. You use your Intelligence modifier for attack and damage rolls(The tome still benefits from the Might feature).

Tactical Approach

At 6th level, your keen eyes and sharp mind allow you to use tactics in the middle of combat to grant advantages to you and your allies. This is represented by your Tactical Prowess dice, which are each a d8. You have a number of these dice equal to your your Might, and they allow you to use various tactics you have, which are detailed below. You regain all your expended Tactical Prowess dice when you finish a long rest.

The Tactics below use your Tactical Prowess dice.

  • Solidarity:

With a bonus action, you can expend a Tactical Prowess dice and choose a creature you can see. Once within the next minute, the creature can roll a Tactical Prowess dice and add the number rolled to an attack roll. This feature can only be active in one creature at a time.

  • Charm:

You can motivate your allies during combat. Once per turn, you can choose a friendly creature you can see, expend a Tactical dice, roll the dice, and when you do so, the creature you choose gains Temporary Hit Points equal to the number rolled plus your Might and your Intelligence Modifier.

  • Rally Movement:

You can use a bonus action and a Tactical Prowess dice to increase an ally's movement. When you do so, choose a friendly creature you can see. That creature's movement speed is increased by 10ft until the start of your next turn.

Tactical Advice

At 9th level, you can provide more support to those who fight alongside you. To do so, you use a bonus action to expend a Tactical Prowess die to choose a willing creature in your field of vision. Once within the next 10 minutes, the target can roll a Tactical Prowess dice and add the number rolled to an ability check or saving throw of its choice.

Tactical Mastery

At 13th level, you become a master of combat tactics. Your Tactical Prowess dice becomes a d10, and you can use new tactics, detailed below.

  • Oversee:

With a bonus action, you can use a Tactical Prowess die and choose a creature you can see. Roll the Tactical Prowess die, and based on the result, the information below is revealed to you about your target. You can only use this feature once per target.

Higher than 1: Target's resistances and weaknesses to Fire, Thunder, Electric, Radiant and Necrotic damage.

Higher than 2: Target's current hit points

Higher than 4: Target's Intelligence Score and Dexterity Score

Higher than 6: Target's armor class

Higher than 8: Target's Challenge Rating and total class levels, if any.

  • Rally Spectrum:

With an action, you can use a Tactical Prowess die and choose a creature you can see. The creature gains advantage in either Constitution, Dexterity or Strength checks, depending on its choice. Additionally, the creature gains advantage in either Charisma, Wisdom or Intelligence checks, depending on its choice. Those effects last for one hour.

Tome Destroyer

At 17th level, your tome proficiency is perfected. When attacking with a tome, you can ignore resistances to the damage type if the foe has one. Additionally, you can change your damage type to your liking, and this counts as a free action. Additionally, you can add you Dexterity modifier to damage rolls made with a tome, and you can add your Intelligence modifier for attacks made with a weapon.

Divine Blade

At 20th level, your tactical awareness further manifests into combat. Your intelligence score increases by two and your maximum for that score becomes 22. Additionally, your mind can't be read by any spells of any kind.

Star Prince[edit]

The Star Prince is known for being so swift and nimble that in combat, his opponents are not even able to even see him, receiving the "star" nickname for it is the only thing one sees when fighting against this prince.

Ambidextrous Fighter

At 1st level, your fast maneuvers allow you to use more than one weapon at a time without many drawbacks. You can use two-weapon fighting even when the one handed melee weapons you are wielding aren’t light and you can draw or stow two one-handed weapons when you would normally be able to draw or stow only one. Additionally, you gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand, but both weapons need to benefit from the Might feature.

Speedtaker

Starting at 1st level, you are able to increase use your momentum in battle to strike more efficiently. When you engage in two-weapon fighting, you can add your ability modifier and might bonus to the damage of the second attack.

Dancing Blade

At 9th level, you are able to use the momentum from your sword misses and turn it into an advantage. When you miss a melee attack against a target, your next attacks will have a +2 bonus to attack rolls until you hit an attack.

Shooting Star

At 13th level, you can attack with less accuracy, but with much more speed. If you take the Attack action on your turn and have advantage on an attack roll against against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action.

Awakening

At 17th level, your motivation becomes stronger when you are injured. When below half of your hit points, your attacks deal 1d4 extra damage, you gain a +2 bonus to your AC and you receive +2 to attack rolls and damage rolls.

Divine Blade

At 20th level, your nimble movement and fast senses allow you to dodge much more effectively. You gain a +2 bonus to your Armor Class.

Combat Art List[edit]

1st Grade Combat Arts[edit]

Deadeye

You can use a bonus action on your turn to focus heavily, choosing a creature you can see as your target. You have advantage on your next attack roll against that creature this turn. If that attack hits, add your Might to the attack's damage roll.

Pavise

When you are hit by an attack, you can use your reaction to make the attacker roll an Intelligence saving throw. On a failed save, the target's attack deals half damage to you.

Canto

When you move, you do not provoke opportunity attacks and your movement speed is increased by 10ft.

Disarm

When you hit a creature with a weapon attack, you can use your reaction to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. The target must roll an Intelligence saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

2nd Grade Combat Arts[edit]

Sol

When you hit an attack, you heal yourself for an amount equal to the damage dealt. This Combat Art cannot be used if the attack is a critical hit.

Vantage

When you succesfully counter an attack, you can use a reaction to make an additional attack against the creature. If the attack misses the target, this Combat Art fails.

Aegis

When you are hit by an attack, you can use your reaction to make the attacker roll an Intelligence saving throw. On a failed save, the attack deals no damage to you, and half damage if the target succeeds.

Dragon Curse

Prerequisite: Dark Royal Heritage

When you hit an attack you can use your draconic blood to curse your enemy. For 1 minute, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you use this combat art. The target has disadvantage on ability checks made with the chosen ability.

3rd Grade Combat Arts[edit]

Luna

When you hit an attack, you maximize all your damage rolls for that attack. Cannot be used if the attack scores a Critical Hit.

Astra

When you take the attack action, you can make three additional attacks that deal half damage, but none of those attacks can be critical hits.

Ignis

Prerequisite: Tactician Royal Heritage

When you hit an attack, you can use a bonus action to make an additional attack. You make an additional attack with a weapon if attacking with a tome, regardless of distance, and an additional attack with a tome if attacking with a weapon. If the attack misses, this Combat Art fails.

4th Grade Combat Arts[edit]

Lunar Flash

Prerequisite: Conqueror Royal Heritage

When you attack, you maximize all of your damage rolls until the start of your next turn.

Aether

Prerequisite: Mercenary or Star Royal Heritage, Luna Combat Art, Sol Combat Art

When you take the attack action, you make two extra attacks. The first extra attack deals maximum damage, and the second attack heals you for an amount equal to the damage dealt by the attack.

Galeforce

Your speed becomes so tremendous that you can act twice as fast. If you take the attack action, you gain an extra action this round only. This Combat Art can only be used once each turn.

Vulnerability Hex

Prerequisite: Dark Royal Heritage

With a bonus action, you can place a tremendous curse on a creature that you can see. The target must roll an Intelligence saving throw, and on a failed save, it loses all immunities and resistances, and becomes vulnerable to either slashing, piercing or force damage until the start of your next turn, depending on your choice. On a successful save, this combat art fails.

Multiclassing[edit]

You cannot multiclass into the Prince class.


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