Prince (5e Class)
From D&D Wiki
- 1 Prince
- 1.1 Naturally Gifted
- 1.2 Brand of The Exalt
- 1.3 Creating a Prince
- 1.4 Class Features
- 1.4.1 Table: The Prince
- 1.4.2 Might
- 1.4.3 Harsh Training
- 1.4.4 Royal Heritage
- 1.4.5 Counter
- 1.4.6 Techniques
- 1.4.7 Rightful King
- 1.4.8 Ability Score Increase
- 1.4.9 Lord's Enlightenment
- 1.4.10 Honorable Movement
- 1.4.11 Multiple Attacks
- 1.4.12 Natural Ruler
- 1.4.13 Evasiveness Training
- 1.4.14 Overwhelming Speed
- 1.4.15 Rallying Figure
- 1.4.16 Unbreakable
- 1.4.17 Wrath
- 1.4.18 King's Reflexes
- 1.4.19 Striker Combatant
- 1.4.20 Divine Blade
- 1.5 Conqueror Prince
- 1.6 Mercenary Prince
- 1.7 Dark Prince
- 1.8 Tactician Prince
- 1.9 Star Prince
- 1.10 Multiclassing
The commanders orders all soldiers to move into battle, marching with wrath in their eyes. Most of them are defeated, except for a single soldier who brands a symbol of the royal family in his clothing. With ludicrous speed and talent, he swipes all of the enemies with various slashes and cuts, making all of them fall into the ground. After that, he says "I swear that I will stop this war, no matter what."
Princes are natural heirs to a kingdom, born to rule and command. They have the royal blood flowing in their veins, which grants them combat prowess, sharp intellect, and masterful swordsmanship. Due to that, princes tend to be great commanders in wars and occupy high positions in hierarchy.
Princes tend to be highly gifted 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 talent, but also have many abilities that most commoners do not.
Brand of The Exalt
All of the princes who are truly from the royalty have an Exalt 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 have so much power.
Creating a Prince
|Marth, an Altean prince (artwork by reddverse, reddverse.tumblr.com)|
When creating a prince, keep in mind the key compnents of the class. Who is your father, and why are you the heir to his 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.
As a Prince you gain the following class features.
- Hit Points
Armor: Light armor
Weapons: Simple Weapons, Martial Weapons, Shields
Tools: Choose two tool proficiencies
Saving Throws: Intelligence, Dexterity
Skills: Choose four from Athletics, Acrobatics, Sleight of Hand, Stealth, Arcana, History, Investigation, Nature, Religion, Animal, Handling, Insight, Medicine, Perception, Survival, Intimidation, Performance
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Crossbow and 20 bolts or (b) leather,shortbow, and 20 arrows
- (a) a martial weapon or (b) two simple weapons
- (a) a simple weapon or (b) two handaxes
- (a) a dungeoneer's pack or (b) an explorer's pack
|1st||+2||Harsh Training, Royal Heritage, Might||2||-|
|3rd||+2||Rightful King, Royal Heritage feature, Techniques||2||1st|
|4th||+2||Ability Score Improvement, Honorable Movement, Noble Insight||2||1st|
|5th||+3||Multiple Attacks, Royal Heritage feature,||2||1st|
|6th||+3||Parry, Noble Talent||4||2nd|
|8th||+3||Ability Score Improvement||4||2nd|
|9th||+4||Royal Heritage Feature, Overwhelming Speed||4||2nd|
|10th||+4||Abilty Score Improvement||4||2nd|
|12th||+4||Ability Score Improvement, Rallying Figure||6||3rd|
|13th||+5||Royal Heritage Feature||6||3rd|
|16th||+5||Ability Score Improvement, Wrath||8||4th|
|17th||+6||Royal Heritage feature||8||4th|
|19th||+6||Ability Score Improvement, Royal Heritage feature||8||4th|
|20th||+6||Striker Combatant, Divine Blade||8||4th|
As a demonstration of your combat prowess, your might is notable, allowing you to use your Dexterity modifier instead of Strength modifier for every weapon attack you make with a weapon you are proficient with. When attacking with those weapons, you gain a bonus equal to half of your might to attack rolls and damage rolls. The might for your current level is shown at the Might column of the Prince. This bonus doesn't apply to weapons with the heavy or loading property.
You don't gain ability score increases from your race, no proficiencies, and you don't know any languages from them. Instead, you gain the following features:
- +2 to Dexterity
- +2 to Intelligence
- You know Common, the language from your kingdom, and two additional languages.
- You gain proficiency with one type of Artisan's Tools
- You have proficiency in Deception and Persuasion
- Alternatively, if your DM allows it, you can gain a feat of your choice, but you do not gain proficiency with one type of Artisan's Tools
At 1st level, you have uncommon blood running through your veins, granting 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. You choice grants features at 1st level and again at 3rd, 5th, 9th, 13th, 17th and 19th level.
Starting at 2nd level, your keen senses allow you to make attacks from certain openings. When you are hit by a melee attack, you can use your reaction to make a single attack with a weapon.
At 3rd level, you gain access to special techniques that reflects your difficult training. You can expend a bonus action and Technique Points to activate a technique of your choice.The Technique Grade column of the Prince displays the level of Technique you can use according to your level.
- Points wasted for grade of technique
- Double the technique grade-1
- Technique Points pool
- Half your Prince level+ Your Might+ Intelligence modifier
- 1st Grade Techniques
- Luna: your next attack will have a bonus to the attack roll equal to +3
- Sacred Cowl: When you move, you can expend up to 4 technique points and add those expended points multiplied by 2 to your AC until you stop moving.
- Escutcheon: When you are hit by a melee attack, you can use your reaction to push every creature within 5 feet of you up to 20 feet. Creatures pushed by this technique will suffer opportunity attacks, but only from you.
- 2nd Grade Techniques
- Sol: When you take an action to attack, you can heal with 1/4 of the total damage dealt by you in that round.
- Vantage: When you take an action to attack, you make a single melee attack in another target, different from your attack target. The number of additional targets you can attack is three.
- Dragon Gaze: With a bonus action, you can stare at your opponent and figure it's weak points. After you take an action to attack, you increase your total damage by 1/4.
- 3rd Grade Techniques
- Aether: When you attack, you gain a +3 bonus to attack rolls and you heal with 1/4 of your total damage dealt.
- Lunar Flash: When you attack, you gain a +2 bonus to attack rolls and +4 to attack rolls made in that turn.
- Astra: When you attack, you can forgo one of your attacks to make three extra attacks that deal half damage.
- 4th Grade Techniques
- Radiant Aether: When attacking a target, you gain a bonus to attack rolls equal to +5 and you heal with half of the total damage dealt.
- Galeforce: Your speed becomes so tremendous that you can act twice as fast. If you use an action to attack, you gain an extra bonus action and extra action this round only. You can't use your extra bonus action to use techniques, if you have already used one this round.
- Dragon Fang: With a bonus action, you can hit with such force that the hit will look like a bite from a dragon. After you take an action to attack, you increase your total damage by 1/2(ignoring resistances).
Also at 3rd level, you begin to manifest more refined techniques in combat, allowing you to hit with more precision. Your critical attacks range becomes 19-20 on d20.
Ability Score Increase
When you reach 4th level, and again at 8th, 10th, 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.
At 4th level, you can add a bonus equal to your might to an ability check, or saving throw. This can be used a number of times equal to your Might, and you recover its uses when you finish a long rest.
Beginning at 4th level, you gain an additional 10 feet of movement. At 10th level, this bonus becomes 20 feet.
At 5th level, you make an additional attack when you take the action to attack in your turn. At 11th level, you can make up to a total of three attacks. At 17th you can make up to a total of four attacks.
At 6th level, you double your proficiency bonus in two of your skills, and gain proficiency in two types of tools. Alternatively, if your DM allows it, you can not gain proficiency in two tools, but instead gain a feat of your choice.
At 7th level, your evasiveness ability allows you to dodge spells with an area of effect. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can add your Intelligence modifier to the test.
At 9th level, your superior agility allows you to act much faster. You gain advantage in initiative rolls.
At 12th level, you become an icon to all allies. They receive +2 to initiave rolls.
At 15th level, you gain a bonus equivalent to half your Might to all saving throws.
At 16th level, when your hit points are below their half, you gain the following benefits:
- You can add an extra 1d6 damage die to your attacks
- You gain a +2 bonus to your AC
- You receive +2 to attack rolls and damage rolls
At 18th level, no attack roll has advantage against you while you aren’t incapacitated.
At 20th level, your combat training is finished and your abilities become perfect. Your Brave weapon feature now has no limits and allows you to make two attacks instead of one.
Also at 20th level, every sword you use deals magic damage, with the purpose of surpassing resistances and it's damage die becomes 1d12. Additionally, you gain additional benefits based on your Royal Heritage, and you gain a bonus to other weapon based on your Royal Heritage, and it is listed at each Royal Heritage Table.
- Conqueror Prince
- Restores 10% of your Hit Points at the start of the turn.
- Vanguard Prince
- You can counter ranged and magical attacks.
- Tactician Prince
- You can add your Intelligence modifier to attack and damage rolls.
- Star Prince
- Doubles damage against dragons and demons.
- Dark Prince
- +1 to AC, +2 to damage and attack rolls.
The conqueror is a Prince that focuses on not allowing his enemies to even hurt him, permiting him to completely overwhelm his opponnents.
- Bowrange +1
Starting at 1st level, your conqueror training allows you to master bows to deal damage more safely. Now you can ignore the loading property of crossbows, thus allowing you to benefit from the Might feature when using those weapons.
Also at 1st level, your conquest aura allows you to withstand even the strongest attacks. You are not vulnerable to attacks of any type.
At 3rd level, you can focus your conquest spirit to reduce the damage you take from weapons. With a bonus action, you can gain resistance to bludgeoning, piercing and slashing damage. This has two uses and it and lasts for turns equal to your dexterity modifier. You regain its uses when you finish a long rest.
At 5th level, your quick and brutal cutting techniques further increase the damage you deal to your enemies. When you use an action to attack a target with a initiative roll lower than yours, you gain a +1 bonus to all damage rolls during that turn.
- Iron Will
At 9th level, your strong determination relieves some of the damage you receive from arcane sources. With a bonus action, you can grant yourself a barrier that reduces all damage you take from magic in half. You can use this feature a number of times up to half of your Might. You regain all expended uses of this feature after a long or short rest. Also, you have advantage in saving throws against spells.
- Clear Mind
At 13th level, your calm state of mind allows you to resist illness more effectively. You have advantage in Constitution saving throws made to resist the effects of poison, paralysis, petrification, or exhaustion.
At 17th level, your conquest spirit gives you the ability to resist completely damage done to you. You can use a bonus action to negate all damage you receive until the start of your next turn. This has 1 use at level 17 and 2 uses at level 20.
At 19th level, your extreme speed allows you to foresee attacks and enemy defenses. You gain a +2 bonus to your AC and +3 to all attack rolls.
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 now applies to weapons with the Heavy property and you don't provoke opportunity attacks when wielding a heavy weapon. Additionally, when you a 1 or 2 in damage rolls with weapons with Heavy property, you can reroll the dice once and use the highest result.
At 3rd level, your unrefined and brutal manners manifests into combat. When you defeat a foe in combat, you gain a +1 bonus to damage rolls(+3 maximum). You lose the bonus at the end of combat.
At 5th Level, you are able to break the rules of combat and act when you shouldn't. When you are hit by an attack, you can use your reaction to grant a bonus to your AC equivalent to your Intelligence modifier until the start of your next turn. This has uses equivalent to your Intelligence modifier and you recover its uses when you finish a long rest.
- Veteran Intuition
At 9th 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 -2 debuff applied to attack and damage rolls made against you or your allies.
- Omni Breaker
At 13th level, your brutal attacks can even break your opponent's weapon. When you succesfully counter an attack, you can use your reaction to force them to roll a saving throw against your Counter DC (8+Dexterity Modifier+Proficiency Bonus). On a failure, the attacking creature's weapon is broken. On a success, the creature keeps the weapon. You can use this feature a number of times equal to your Might. You regain all expended uses of this feature after a long or short rest.
- Steady Breath
At 17th level, your durability in combat is unmatched. With a bonus action, you can waste up to 6 technique points to heal yourself. You heal 1d6 per wasted technique point + Constitution Modifier. This feature can be used twice and you recover its uses when you finish a long rest.
- Death Blow
At 19th level, the damage you deal with heavy weapons is potentialized. When attacking with a weapon with a Heavy property, you can add 1d4(This damage die can benefit from the Heavy Blade feature) of the weapon's damage type to all of your damage rolls.
The Dark Prince is a direct descendant of dragons, making his psyche slightly corrupted, but granting him tremendous power in exchange.
At 1st level, you gain a magic stone that is the manifestation of your dragon powers, and thus allowing you to transform into some sort of 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, turning your AC into 13+ Dexterity modifier, and granting you 2 additional technique points while transformed. Instead of weapon attacks, you can attack with your claw, breath or tail, each one dealing 1d6, 1d8 and 1d6 magical damage respectively. You can keep this form for an amout of turns equal to your Might. At level 12, your bonus becones +5 to damage rolls and 4 additional technique points. At level 15, your AC becomes 15+ Dexterity modifier.
- Draconic Banishment
At 3rd level, your dragon knowledge allows you to hit precisely against your own kin. Your damage against dragons is doubled.
At 5th 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.
At 9th level, your dragon blood affects your technique prowess. When you activate a technique, your next attack that hits deals +5 damage. This feature doesn't stack with itself.
- Dragon Ward
At 13th level, your draconic ascendance further manifests into combat, allowing you even to protect your allies. With an action, you can grant an ally a defense that gives that ally chance to not take damage, that lasts until the end of your next turn. When said ally is attacked, the attacked rolls an Intelligence saving throw, with the DC being: 8+Proficiency Bonus. If the attacker succeeds, normal damage is inflicted, and if the attacker fails, your ally receives no damage. This ability has 1 use at 13th level, and 2 uses at 17th level.
- Draconic Hex
At 17th level, your draconic blood curses the ones that are unlucky enough to be attacked by you. When you are attacked or attack an opponnent, the target receives a -3 to all stats(recovers 1 each turn.) The debuff doesn't stack, instead, if the target already has it and takes another hit, it resets to -3.
- Dragon's Recovery
At 19th level, you become a dragon in both body and soul. While you are in you dragon form, you recover 15% of your total hit points at the start of every turn.
The Tactician Prince besides being a great melee fighter, can also use it's intelligence to aid his allies in combat and also use arcane powers.
- Tome Proficiency
At level 1, you gain proficiency with a special weapon exclusive to the Tactician, called "Tome". Tomes can have a range of 120 ft, inflicts 1d10 damage, and can deal Fire, Thunder, Electric, Radiant or Necrotic damage, depending on your choice. You cannot benefit from the multiple attack feature when using tomes to attack, and you use your intelligence modifier, instead of dexterity(You still receive the Might bonuses to damage and attack rolls). It's damage increases when you reach 5th level (2d10), 10th level (3d10), 15th level (4d10), and 20th level (5d10).
- Red Curse
At 3rd level, your tome training is further improved. When attacking a target within 5 ft of you, you gain +2 to attack and damage rolls on that target. Additionally, allies that attack foes with 5 ft of you also receive this bonus.
- Rally Spectrum
At 5th level, you can provide more support to those who fight alongside you. To do so, you use a bonus action to choose a willing creature in your field of vision. The target can roll a d10 and add the number rolled to an ability check or saving throw of its choice. This die becomes a d12 at 18th level. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.
At 9th level, you can further help your allies in combat, with your keen senses and quick thought. With a bonus action, you can grant advantage on attack rolls and saving throws to a target you choose for a number of turns equal to your Intelligence Modifier(Minimum of 1 turn). The number of targets that you can use this feature on increases by one at 14th level(2 Total Targets) and 18th level(3 total targets).
At 13th level, you gain more versatility when attacking your opponents. When you take the action to attack in your turn, you can waste your bonus action to add your Dexterity modifier to attack and damage rolls made with tomes or add your Intelligence modifier to attack and damage rolls made with other weapons.
- 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.
At 19th 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.
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.
Starting at 1st level, you are able to increase your momentum in battle after defeating an opponent. For each foe killed in combat, your movement increases by 10 feet(40 feet maximum). You lose the bonus movement at the end of the combat.
- Dancing Blade
At 3rd level, you are able to use your sword in an uncommon way. With a bonus action, you can gain advantage on your next attack, but the next attack made against you will have advantage.
- Battle Stance
At 5th level, you gain the ability to enter in a specific stance to attack your opponents more efficiently. Choose a target. The target has to make an Intelligence Saving Throw against 8+Intelligence modifier+Proficiency Bonus. On a fail, the target receives 3 additional damage for damage rolls made against him and has disadvantage attacking targets other than you. This can be used a number of times equal to half of your might.
- Armored Blow
At 9th level, your attacks are not only capable of dealing more damage, but also protecting yourself. When you take an attack action in your turn, you gain +2 to damage rolls and +1 to your AC until the start of your next turn.
- Future Vision
At 13th level, you can use your tremendous speed to predict oncoming actions. You choose a target within 30 ft of you. You and your target swap places, and it gains another action. This doesn't provoke opportunity attacks. This feature has two uses and you recover its uses when you finish a long rest.
- Wings of Mercy
At 17th level, your speed becomes unmatched and you are able to act at lightspeed. With a bonus action, you can teleport an ally within 30 feet of you to another ally, granted that its hit points are below 30. This can be used once and you recover its use when you finish a long rest.
- Defiant Defense
At 19th level, your swiftness in combat allows you to do even more unbelievable things. When you are below your maximum hitpoints, and is attacked or targeted by a spell, you can teleport to a distance equal to your movement(Speedtaker's bonus applies to this), and you do not provoke opportunity attacks. You can use this twice and you recover its uses when you finish a long rest.
You cannot multiclass into the Prince class.