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, Medium 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) a martial weapon and a shield or (b) two martial weapons
  • (a) a Shortbow and 20 Arrows or (b) Any Simple Weapon
  • (a) scale mail or (b) leather armor
  • (a) a Dungeoneer's Pack or (b) an Explorer's Pack
  • a Rapier

Table: The Prince

Level Proficiency
Bonus
Features Imperial Points Known Arts
1st +2 Royal Heritage, Might - -
2nd +2 Counter, Combat Arts 2 2
3rd +2 Rightful Heir 3 2
4th +2 Ability Score Improvement, Lord's Enlightenment 4 3
5th +3 Extra Attack, Counter Improvement 5 3
6th +3 Ability Score Improvement, Royal Heritage Feature 6 4
7th +3 Rallying Figure, Precision Strike 7 4
8th +3 Ability Score Improvement 8 5
9th +4 Royal Heritage Feature 9 5
10th +4 Noble Conviction 10 6
11th +4 Perfected Might 11 6
12th +4 Ability Score Improvement 12 7
13th +5 Royal Heritage Feature 13 7
14th +5 Counter Improvement 14 8
15th +5 Great Lord 15 8
16th +5 Ability Score Improvement 16 9
17th +6 Royal Heritage Feature 17 9
18th +6 Monarch's Reflexes 18 9
19th +6 Ability Score Improvement 19 10
20th +6 Exalted Ruler 20 10


Might[edit]

As a result of your training with specific weapons since birth, you gain extra proficiencies with them. Choose two martial melee weapons 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, and your proficiency bonus is doubled for any attack roll you make that uses any of the chosen weapons. You can't choose weapons with the Heavy or Loading property.

Royal Heritage[edit]

At 1st level, your uncommon blood running through your veins grants you different abilities depending on your heritage: Conqueror, Vanguard, Dark Monarch, Tactician, and the Swordmaster. 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 weapon's reach, you can take a reaction to make one weapon attack against that creature. You can't use this feature for foes within 5 ft of you when using a ranged weapon. You can use this feature a number of times equal to your Intelligence Modifier(minimum of once). You regain all expended uses when you finish a long rest.

At 5th 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.

At 14th level, this feature gains unlimited uses.

Combat Arts[edit]

Your difficult training allows you to harness the power that comes from your royal blood. At 2nd level, you gain two Combat Arts of your choice. When you gain certain Prince levels, you gain additional Combat Arts of your choice, as shown in the Known Arts column of the Prince table. A level prerequisite refers to your level in this class.

Your access to these arts is represented by a number of imperial points. Your prince level determines the number of points you have, as shown in the Imperial Points column of the Prince table. An Imperial Point is expended when you use it, and you regain all spent Imperial points after a Long rest.

Additionally, when you gain a level in this class, you can choose one of the Combat Arts you know and replace it with another Combat Art that you could learn at that level.

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 attacks score a critical hit on a roll of 19 or 20.

Ability Score Improvement[edit]

When you reach 4th level, and again at 6th, 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.

Lord's Enlightenment[edit]

By 4th level, you hone your abilities more and broaden your knowledge. You can add a bonus equal to your Intelligence modifier(minimum of +1) to an ability check. You can use this feature a number of times equal to your Intelligence Modifier(minimum of once). You regain all expended uses when you finish a long rest.

Extra Attack[edit]

At 5th level, you can attack twice instead of once when you take the action to attack in your turn.

Precision Strike[edit]

At 7th level, your superior acuity allows you to see failures in an enemy's defenses, making you able to attack foe's weak points. When attacking a creature with a weapon that has the Might bonus, you can ignore the resistances and immunities of the creature.

Rallying Figure[edit]

Also at 7th level, you can use your intelligence to figure out how to act faster. You have advantage on Initiative Rolls.

Noble Conviction[edit]

Starting at 10th level your noble motivations surpass even attempts to control you. At the end of each of your turns, you can end one effect on yourself that is causing you to be charmed or frightened.

Perfected Might[edit]

At 11th level, your training with your chosen weapons allows you to strike your foes fiercely. Whenever you hit a creature with a Might weapon, the creature takes an extra 1d8 damage of the same type dealt by the weapon to the target. Additionally, you can choose two additional weapons to benefit from the Might feature.

Great Lord[edit]

At 15th level, your path to majesty is clear. You have proficiency in all saving throws, and when you roll a saving throw and fail, you can expend one Imperial Point to reroll it and take the second result.

Monarch's Reflexes[edit]

By 18th level, your reaction time is so reduced by your training that no attack can get you off guard. No attack roll has advantage against you while you aren't incapacitated.

Exalted Ruler[edit]

At 20th level, your journey to supremacy is concluded, and you become the ruler of rulers. Your Intelligence and Dexterity scores increase by 4. Your maximum for those scores is now 24.

Conqueror[edit]

The Conqueror focuses on being a juggernaut in the battlefield, in order to completely overwhelm foes.

Extra Bowrange

Starting at 1st level, you can focus your aim to hit even the most unlikely targets. 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. Additionally, you ignore disadvantage imposed by attacking foes within 5 ft of you when using ranged weapons, and can use your Counter feature for foes within 5 ft of you when wielding a Longbow.

Conquest

Also at 1st level, your will to conquer allows you to withstand even the strongest attacks. You can't be made vulnerable to attacks of any type.

Agressor

At 6th level, your aggressive combat tactics further increase the damage you deal to your enemies. When you use a Combat Art, the next damage roll you make deals an extra 1d8 damage of the same type dealt by the weapon to the target.

Iron Will

At 9th level, your strong determination relieves some of the damage you receive from arcane sources. You have resistance to damage from spells.

Hunter's Volley

At 13th level, you can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target. Additionally, these attacks score a critical hit on a roll of 18-20.

Double Lion

At 17th level, your training grants you the ability to surpass your limits even further. On your turn, you can make two additional attacks when you take the attack action. Once you use this feature, you must finish a short or long rest before you can use it again.

Vanguard[edit]

The Vanguard focuses on being durable and powerful, positioning itself on the frontlines.

Heavy Blade

Starting at 1st level, your unrefined 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 to grant you a +5 bonus to AC, including against the triggering attack, until the start of your next turn. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

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. On your turn, you can use a bonus action to regain hit points equal to 2d10 + your prince level. You can do this a number of times equal to your Intelligence modifier, and you regain all expended uses when you finish a long rest.

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, you can use the Riposte feature without using a reaction, and it gains unlimited uses.

Provoke

Also at 17th level, you can make your enemies pay attention only to yourself. Enemies within 5 ft of you have a disadvantage on attack rolls when attacking your allies. Additionally, enemies have disadvantage on attack rolls made against you in the first round of combat.

Dark Monarch[edit]

The Dark Monarch is a direct descendant of dragons, making it's psyche slightly corrupted, but granting tremendous power in exchange.

Dragon Morph

At 1st level, you are able to manifest of your dragon powers, allowing you to transform into a dragon form. With a bonus action, you can turn yourself into a dragon. For 1 minute, you gain the following benefits:

  • You can't wear armor. Instead, your AC equals 10 + your Dexterity modifier + your Intelligence modifier.
  • You can't use weapons. Instead, you must attack with your claws or breath. The claws are natural weapons, which you can use to make unarmed strikes. The Claw deals slashing damage equal to 1d12 + your Dexterity modifier. The breath is a natural weapon that makes ranged attack rolls. It has a hange of 120 ft, and deals 1d8 + your Dexterity modifier force damage. The claw and breath attacks count as attacking with a Might weapon, and are subject to the same rules and benefits. If a foe is within the reach of your claw or breath attacks while transformed, you can use the Counter feature.

You can use this feature a number of times equal to your Intelligence modifier(minimum of once), and you regain all expended uses when you finish a long rest.

Draconic Lineage

At 1st level, your dragon blood affects your presence and knowledge. You gain the following benefits:

  • Tongue of Dragons: You learn how to speak, read and write Draconic or one other language of your choice.
  • Draconic Resilience: Your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
Nobility

At 6th level, your high birth allows you to instill fear in the heart of your foes. You can use your mighty presence to roar, forcing each creature of your choice within 30 feet of you to make a Wisdom saving throw against your Combat Art DC. A target automatically succeeds on the save if it can’t hear or see you. On a failed save, a target becomes frightened for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success. You can use this feature a number of times equal to your Intelligence modifier(minimum of once), and you regain all expended uses when you finish a long rest.

Additionally, 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. While transformed into a dragon, you have resistance to bludgeoning, piercing and slashing damage.

Additionally, while transformed, your AC becomes 13 + your Dexterity modifier + your Intelligence modifier.

Dragon Ascent

By 13th level, your dragon form is so refined that you can tap even more into its power. While transformed into a dragon, you gain flying speed equal to your current speed.

Additionally, when you activate a Combat Art, your next attack that hits will be a critical hit.

Renewal

At 17th level, your dragon blood makes you much more resilient. At the start of each of your turns, you regain hit points equal to 6 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.

Tactician[edit]

The Tactician is capable of using it's tactical mastery over the battlefield to not only deal damage, but also support allies.

Arcane Strike

At level 1, you gain proficiency with a special attack exclusive to the Tactician, called Arcane Strike. To use an Arcane Strike, you must be wielding a Might Weapon and have a free hand. The Arcane Strike works as follows:

  • Functions as a Might weapon for all intents and purposes, but only uses your Intelligence modifier for attack and damage rolls;
  • Has a range of 120 ft, not imposing disadvantage when attacking creatures within 5 ft of you.
  • Inflicts 1d10 + your Intelligence modifier damage, and you can choose the type of damage dealt. The choices are Fire, Thunder, Electric, Radiant and Necrotic. You choose the damage type when you declare an attack.
  • If the Might weapon you are wielding has bonuses to attack and damage rolls, the Arcane Strike benefits from those bonuses as well.
Advanced Tactics

Starting at 1st level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the target can see or hear you.

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 Intelligence modifier(minimum of one), 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 die.

  • Advice:

With a bonus action, you can expend a Tactical Prowess die and choose a creature you can see. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Tactical Prowess die, but must decide before the DM says whether the roll succeeds or fails. Once the Tactical Prowess die is rolled, it is lost. 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 Proficiency bonus.

Lightning Weapon

By 6th level, you learn how to imbue your arcane strikes into your weapons in order to use them as catalysts. You no longer need a free hand to use an Arcane Strike.

Magnificent Flame

At 9th level, your attacks become so intertwined that they benefit each other even when not used. You can add a bonus equal to your Intelligence Modifier(minimum of +1) to melee weapon damage rolls, and a bonus equal to your Dexterity Modifier(minimum of +1) to Arcane Strike damage rolls.

Innately Arcane

Also at 9th level, you learn how the arcane works fundamentally. You have advantage in Arcana ability checks, and can cast the detect magic spell at will. Additionally, when you are targeted by a spell, you can use your Counter feature, provided the target is within the range of your attacks.

Grandmaster

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.

  • Gray Waves:

When a creature within 60 feet of you uses the Tactical Prowess die granted by the Advice tactic and the roll succeeds, you can use your reaction to use the Advice tactic on a different creature (other than yourself) that can hear you within 60 feet of you, without expending any of your Tactical Prowess dice. You can use this reaction a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.

  • Insurmountable Knowledge:

When you make an ability check, you can expend one Tactical Prowess die, roll it, and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the DM tells you whether you succeed or fail.

Red Curse

Also at 13th level, you learn how to weaken your a creature's resistance to your Combat Arts. When you hit a creature with an attack, that creature has disadvantage on the next saving throw it makes against a Combat Art you use before the end of your next turn.

Impenetrable Mind

Starting at 17th level, your thoughts can't be read by telepathy or other means, unless you allow it. 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.

Swordmaster[edit]

The Swordmaster is known for the complete mastery of bladed weapons, using one weapon in each hand to show the absolute prowess in sword use.

Two Sword Style

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 to the damage of the second attack.

Blade Dance

Starting at 6th level, you can move yourself and your blade in such a sophisticated manner that it looks like a dance, provided you are wielding your Might weapon in your main hand and off-hand. You can use a bonus action to start the Blade Dance, which lasts for 1 minute. It ends early if you are incapacitated and if you don medium or heavy armor or a shield. You can also dismiss the Blade Dance at any time (no action required). While your Blade Dance is active, you gain the following benefits:

  • You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1)
  • Your walking speed increases by 10 feet.
  • You have advantage on Dexterity (Acrobatics) checks.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Duelist Sword

At 9th level, you are able to use the momentum from your sword misses and turn it into an advantage. If you make an attack roll against a creature and miss during a Blade Dance, you have advantage on your next attack roll against that creature before the end of your next turn.

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. You can do so no more than once per turn.

Awakening

At 17th level, your speed is rivaled by none. While your Blade Dance is active, you can attack four times instead of two, whenever you take the attack action, and can attack two times instead of once, when you use your bonus action to attack as a result of two-weapon fighting. However, when you do so, your attacks deal only half damage until the end of your turn. This doesn't afffect additional attacks granted by Combat Arts.

Combat Art List[edit]

Acrobat

When you move, you can expend 1 Imperial Point to increase your movement speed by 10ft and moving through difficult terrain costs you no extra movement.

Aether

Prerequisite:16th level, Vanguard Royal Heritage

When you hit a creature with a Might weapon attack, you can expend 3 Imperial Points to make an additional damage roll. The first damage roll deals maximum damage, and the second damage roll heals you for an amount equal to the damage dealt.

Apocalyptic Flame

Prerequisite: 16th level

You spark within yourself the will to bring forth the flames of destruction. When you hit a creature with a Might weapon attack, you can expend 4 Imperial Points to cause an additional 4d6 fire damage. The creature must also succeed on an Intelligence saving throw, or the damage dealt by its attacks is halved until the start of your next turn.

Astra

Prerequisite: 11th level, Swordmaster Royal Heritage

When you take the attack action, you can use 3 Imperial Points to forgo one of your attacks, making three additional attacks that deal half damage instead.

Canto

When you move, you can expend 1 Imperial Point to not provoke opportunity attacks and increase your movement speed by 10ft.

Deadeye

You can use a bonus action and 1 Imperial Point 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.

Disarm

When you hit a creature with a Might weapon attack, you can expend 1 Imperial Point 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.

Dragon Curse

Prerequisite: Dark Monarch Royal Heritage

When you hit an attack you can expend 2 Imperial Points 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. This Combat Art can only be active in one target at a time.

Fallen Star

Prerequisite: 6th level

When you hit a creature with a Might weapon attack, you can expend 1 Imperial Points to gain the benefits of the Dodge action, and until the start of your next turn, you gain resistance to all damage.

Growing Flame

Prerequisite: 6th level

When you hit a creature with a Might weapon attack, you can use 2 Imperial Points to make the target and all other creatures of your choice within 10 feet of it take 2d6 force damage each.

Ignis

Prerequisite: 11th level, Tactician Royal Heritage

When you hit a creature with a Might weapon attack, you can expend 2 Imperial Points to make an additional damage roll. You make an additional damage roll with a weapon if attacking with a tome, regardless of distance, and an additional damage roll with a tome if attacking with a weapon.

Lethality

Prerequisite: 6th level

When you hit a creature with a Might weapon attack, you can expend 2 Imperial Points to use your knowledge to strike where it hurts the most. The creature hit takes an extra 2d6 piercing damage. This Combat Art can be used in conjunction with other Combat Arts, affecting the same attack, but you can do so no more than once per turn.

Luna

Prerequisite: 6th level

When you hit a creature with a Might weapon attack, you can expend 2 Imperial Points to deal maximum damage. Cannot be used if the attack scores a Critical Hit.

Lunar Flash

Prerequisite: 16th level, Conqueror Royal Heritage

With a flashing blade, your attacks devastate your enemies. You can use 4 Imperial Points to make all of your attacks deal maximum damage until the start of your next turn.

Pavise

Prerequisite: 5th level

When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you. Additionally, you can use 1 Imperial Point to make the attacker roll an Intelligence saving throw. On a failed save, the attack deals no damage to you.

Raging Storm

Prerequisite: 16th level

Your speed becomes so tremendous that you can act twice as fast. If you take the attack action, you can expend 4 Imperial Points to gain an extra action this round only. This Combat Art can only be used once each turn.

Rend

Prerequisite: 11th level

When you hit a creature with a Might weapon attack, you can expend 3 Imperial Points to hinder the creature's movement by cutting vital points. The creature hit takes 3d6 slashing damage, and must make an Intelligence Saving Throw. On a failed save, the creature's speed is 0 until the end of its next turn.

Sol

Prerequisite: 6th level

When you hit a creature with a Might weapon attack, you can expend 2 Imperial Points to heal yourself for an amount equal to the damage dealt. This Combat Art cannot be used if the attack is a critical hit.

Stun

Prerequisite: 6th level

When you hit another creature with a Might weapon attack, you can expend 1 Imperial Point to break the creature's balance, stunning it. The target must succeed on an Intelligence saving throw or be stunned until the end of your next turn.

Vantage

Prerequisite: 6th level

When you succesfully counter an attack, you can expend 2 Imperial Points to make an additional damage roll against the creature.

Vulnerability Hex

Prerequisite: 16th level, Dark Royal Heritage

With a bonus action, you can use 3 Imperial Points to 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.

Multiclassing[edit]

You cannot multiclass into the Prince class.


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