College of the Feudal Lord (5e Subclass)

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College of the Feudal Lord[edit]

This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
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This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5e rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
This class tends to be different from the regular mechanics of D&D 5e


The Melodists of Equity combine their musical talent with a deep knowledge of economics and equality. They use their art to not only entertain, but also educate and mobilize the masses, creating harmonies that resonate with the fight for a more just economy. Their lyrics and melodies are infused with stories about the importance of equity and solidarity, inciting action and change.

novice fief lord[edit]

By starting the 3rd level of this subclass, you will have already been able to take leadership of a territory that is normally small, although your DM will decide how much land you have. In this territory, you will regulate the general economy, and from there you will also take a respective part of wealth, which will be reflected in your fund points. The amount of background points will depend on how well or poorly the economy of your fief is doing (this will be decided by the DM). Apart from these fund points, you will also have daily earnings that, like your fund points, will depend on how good or bad the economy of your fiefdom is, although you can choose to give up this money to have more fund points. Additionally, you gain proficiency with the skills of insight, persuasion, and performance.

Musical magic You can use playing your instrument as a replacement for any somatic or verbal costs to any bard spell.

Equitable Redistribution: Allows you to identify imbalances and propose moderate adjustments in the distribution of resources.

  • Boon of inspiration: When a creature rolls an inspiration die, you may use your reaction and one boon point to play a inspiring tune on your instrument to add 1d4 to that roll. Within a period of a week in a territory that you dominate, it will require 1 point of fund to maintain itself in a basic way, although alternatively with 2 points of funds the inhabitants of your territory will be able to enjoy much better prosperity, this could be reflected as better medical quality, more protection in the territory or jobs that are equally beneficial but less laborious. The number of fund points and the frequency of need may vary depending on special factors, and may be increased or reduced at the discretion of the DM.
  • Economic Analysis: Ability to evaluate financial systems and propose basic improvements. To evaluate the financial situation of your territory, you must make an insight check (the DC is decided by the DM) to decide if your judgment was fruitful or not. On success, your territory's economy will continue to grow, making this week generate additional fund points. On a failure, your territory will generate a lower amount of funds this week. Improvements go hand in hand with evaluation, because sometimes you will find it necessary to support some of your businesses to increase the funds generated. The cost of this improvement will also depend on your DM and the result of your financial analysis.
  • Economic Diplomacy: Ability to persuade small businesses and groups to adopt more equitable policies. This gives you access to make special deals with some merchants to get them to work for you or establish themselves in your territory. This is carried out through a conversation in which you will have to make a charisma (persuasion) check that will be satisfied by the person you want to convince with a wisdom (insight) check. If you get a success on this roll, the person you were convincing will be willing to work with you on your terms. On a failure, the creature will be unwilling to work with you, or will not want to do so on your terms. This type of deal could be, for example, convincing an alchemist to set up shop in your territory, making alchemical materials cost you half the price, or hiring an experienced warrior, doubling the training speed of more troops in your territory.

Success Economy[edit]

When you reach level six, just like a good worker in your territory, you compensate yourself whenever you achieve great success. Whenever you roll a natural 20 on any roll, you regain 1 use of bardic inspiration.

advanced political knowledge[edit]

At the sixth level, through your experiences as regent of a territory, you have accumulated vast knowledge both in politics and in battle, giving you the ability to read your enemies like an old book. As an additional action and spending a use of bardic inspiration, choose a creature you can see and make an investigation check (the DC of this roll is equal to the CR of the chosen creature). In a failure, nothing happens. On a success, you gain knowledge of 6 of the following options about the creature:

  • Strength score
  • Dexterity score
  • Constitution score
  • Armor Class
  • Current hit points
  • Intelligence score
  • Wisdom score
  • Charisma score
  • Class levels (if any)
  • Challenge rating
  • Creature type
  • predict if a creature you can see and haven't met would be likely to ally with you, and what course of actions you should take to have the highest chance of this.
  • predict if a creature you can see and haven't met would be likely to attack you, and what course of actions you should take to have the highest chance of avoiding this.
  • All condition immunities
  • if he is a spellcaster, the spells he has prepared
  • the identity and some general information of the chosen creature, this information could be the name of the creature, titles, faction to which it belongs, purchasing power, etc... the information you obtain about the creature will be as clear or ambiguous as the dm decides.

skill master[edit]

At 6th level, you can gain mastery with 3 skills with which you are already proficient, and on all skill checks that are for a skill with which you have mastery, you can add your charisma modifier to the roll.


pinnacle of society[edit]

By reaching the ninth level, your fiefdom and wisdom ruling the fiefdom has reached such points that your fiefdom is now the size of a small city and its citizens are envious of the borderlands. Your citizens, thanks to your actions, enjoy great well-being, because the vast majority of these will be middle or upper class thanks to your own leadership and the hard work of the entire community. Now your fiefdom will be at its peak of economic well-being without needing to spend financial points to maintain this well-being, but you can choose to spend financial points to make your fief surpass its peak, making the regular citizens of your fiefdoms able to have a purchasing power that rivals the nobility. The benefits and cost of this investment are at the discretion of your DM.

This purchasing power will also make you an important pinnacle of the kingdom you serve or the nation you belong to, giving you exclusive access to important political decisions of the kingdom or nation you serve, although the importance and role you have in this position will be decided. your dm.

supernatural charm[edit]

at 9th level, Whether it is your beauty or natural charm, but your mere prestige is undeniable. People will admire you up close and at a distance. You become the center of attention and the person of their dreams. Those weaker than you will believe anything you say, and you have an advantage on persuasion, performance, deception, and intimidation against anyone stronger than you. Those who are immune to such effects must make rolls with disadvantage and if successful they cannot be affected for 48 hours. Your voice whether talking or singing serenades the ears of those who hear it, and you have an easier time learning 2 other forms of entertainment. This does not work when walking using stealth or disguised as they can no longer see your face or body. Your voice remains the same unless you try to disguise it. All people allied to you have a bonus to all their rolls equal to your Charisma modifier due to your majesty.

information market[edit]

At 9th level, this skill allows the Social Economist to delve into the depths of the "Hidden Computer Network", a clandestine network that pulses in the arteries of the black information market. With “Ears in the Shadows,” the practitioner has privileged access to confidential data that goes beyond what is available through conventional channels. This domain of clandestine information is characterized by three fundamental aspects:

1. Financial Infiltration:

   Decryption of Hidden Transactions: The Economist is able to access and analyze non-public financial transactions, unraveling the ins and outs of corporate operations that remain out of the public eye.
   Exploration of Confidential Reports: You can delve into confidential financial reports, revealing hidden and strategic details that give a more complete view of the economic activities of corporations.

2. Delicate Intelligence:

   Black Market Movement Monitoring: The skill allows you to track and understand black market fluctuations, providing advance information on movements and opportunities.
   Discovery of Economic Conspiracies: Allows you to identify conspiracies and secret agreements, unraveling the fabric of economic intrigues that are hidden in the shadows.

3. Cautious Handling:

    Invisible Operations : By using stealth and cloaking techniques, the Economist can carry out his forays into the "Hidden Computer Network" without alerting advanced security systems.
    Anonymous Tracking : Ability to hide his digital trail, avoiding possible retaliation from those whose secrets he could reveal.

This skill gives the Social Economist a crucial advantage in deciphering the darkest secrets of the financial and corporate world, allowing him to anticipate movements, uncover conspiracies, and capitalize on opportunities that would otherwise remain hidden in the underworld of clandestine information.


pinnacle of eloquence[edit]

At 14th level, your natural charm has reached its zenith, making you one of the most eloquent politicians in history. Your skill with language has advanced so much that creatures with immunity to being charmed now only have advantage on saves against being charmed, and resistant creatures have no advantage. Additionally, creatures that are already charmed by another creature are no longer charmed by that creature if you attempt to charm them. This also gives you the ability to speak all languages and understand all languages.

Finally, your thoughts can't be read by telepathy or other means, unless you allow it. You can present false thoughts by making a Charisma (Deception) check answered by the mind reader's Wisdom (Insight) check. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful if you so choose, and you can't be compelled to tell the truth by magic.

Economic Apex[edit]

At the 14th level, at the height of their development, the Social Economist achieves Socioeconomic Mastery, becoming the Financial Apex, the absolute pinnacle of society in terms of influence and wisdom in economic matters. This exceptional ability is manifested in three fundamental aspects:

  • Global Domain:

Global Influence: The Financial Apex is recognized worldwide as an authority on economic matters, its word and advice carry significant weight in economic decisions on a global scale. Network of International Alliances: Establishes strategic alliances at an international level, contributing to economic and social development in multiple countries. Nations allied to your fiefdom will be able to increase their trade thanks to your fiefdom, earning you additional funds points, as well as access to the important politics of the allied nation.

  • Supreme Economic Strategy

Large-Scale Planning: Ability to design and execute economic strategies on an unprecedented scale, influencing the direction of the global economy. Now the inhabitants of your common fiefdom will have a purchasing power level to be considered upper class, and your fiefdom no longer requires your presence or financing to maintain this purchasing power level thanks to the self-regulation system that you implemented. The fief can last without your presence for a number of decades equal to your spellcasting modifier.

Optimization of Resources at the National Scale: Ability to apply measures that optimize the use of resources at the country level, generating sustainable prosperity. At this point, you will have mastered the trade of a specific raw material, such as the processing of minerals such as iron, the largest alchemist center in your nation, etc... making you double the points of funds that you generated before and now. all your Economic Analysis rolls have an automatic success

  • The Absolute Shield of your Fief:

Impenetrable and immutable bastion:The grounds of your fiefs have been reinforced to such points that it became a bastion almost impossible to besiege, and the security of its inhabitants is so great that it rivals the royal cavalry of some small kingdoms. Your fiefdom will have civilian shelters accessible to the entire town in which they can maintain themselves without needing to replenish supplies for a number of months equal to your spellcasting modifier. The refuge is not diminished by environmental effects such as heavy snowfall, tsunamis, earthquakes, spells and similar effects. Only wondorous items with a legendary rank or 9th level spells can do some damage in shelters. Also, your borders are true paragons of unfazedness in the face of adversity. As long as it is within your fiefdom, all your troops are 5 times stronger and will benefit from the equipment necessary for high-caliber defenses. This increase in power will only be available in pursuit of defederating your fief, and this benefit is removed from any other activity.

Absolute combat marshal: your journey has been your teacher in the art of war, since words alone cannot lead a fiefdom, and at this point you are known as a great war strategist, and your soldiers as fierce warriors at the level of your fiefdom All your common troops will be able to have up to 3 items of their equipment of rare rank or lower (you choose which these items are) without having to spend fund points. Additionally, now you can have commanders. These commanders will be personally chosen by you and you can only have a number of these equal to your proficiency bonus. All your commanders will have very rare or lower ranked equipment without needing to spend fund points. All your commanders will be able to communicate with you through a mental link and you will also be able to use your abilities through them (cast spells, use bardic inspiration, etc.). You still need to use your corresponding action to do so and also spend your ability uses as usual (spell slots for example).

Finally, you can foresee your enemies' strategies to use them against them. As an action and using two bardic inspiration dice, make a spellcasting check, the DC you must pass is decided by the dm. On a failure, you misinterpret your enemy's strategy, causing all your troops except your commanders to have disadvantage on their attack and saving throws against your enemies. If you succeed, all your troops, commanders and yourself will have advantage on attack rolls, saving throws and at the beginning of their turn they will have a bardic inspiration die that they can use to add it to an attack roll, damage roll. or saving throw. These points do not count as those you already have and do not accumulate either. These effects will last until the end of the fight.

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