Regent, Variant (5e Class)
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Regent[edit]
In a realm shrouded in mystery and steeped in the echoes of ancient times, there existed an unassuming human whose destiny was to shape the course of history. The tale begins with this nameless individual, whose fate was forever altered by a discovery that would change the very essence of their being.
The human stumbled upon a long-forgotten catacomb buried deep beneath the earth's surface. These catacombs, a silent testament to an age lost to the annals of history, were dedicated to an enigmatic deity, obscured by time and distance. The human's innate curiosity drove them to explore further, to unveil the secrets that lay dormant within the cold, stone walls.
As they ventured deeper into the catacombs, they began to uncover fragments of knowledge about the god to whom these ancient passages were dedicated. This god, as the records revealed, was none other than the "God of the Knights." Drawn by their own background as a knight, the human felt an immediate connection to the god's principles and ideals. It was as if the deity's essence resonated with the very core of their being.
Fueled by a newfound devotion, the human chose to embrace this divine entity, pledging their loyalty to the deity they now revered as Agravain, the God of the Knights. The human's journey was about to take an unforeseen turn, for the catacombs held a power beyond their comprehension.
As they knelt before the altar, their heart brimming with devotion, a dormant force awakened. An ancient entity, a presence that had slumbered within the catacombs for untold eons, seized the opportunity to manifest itself. The force enveloped the human's form, merging with their consciousness and rewriting the fabric of their reality.
In an instant, the human's perspective shifted, and the world transformed before their eyes. The landscape was filtered through the lens of Agravain's dogma, and their singular devotion became an all-consuming fire. The world was now divided into two realms: that which followed the path of the Knight and that which lay outside the realm of Agravain's teachings.
With their transformation complete, the human emerged from the catacombs as something more than human—a Regent. A title reserved for those who had undergone the divine merging and embraced Agravain's teachings without question. Clad in a suit of armor adorned with crimson details and a prominent crucifix, the Regent became the embodiment of their deity's will.
This new order, though few in number, held immense power. The Regents' unwavering faith granted them incredible abilities, rooted not in traditional arcane magic but in the divine essence of Agravain. Through rigorous training and unyielding devotion, they honed their physical prowess, their connection with their deity granting them supernatural strength, speed, and resilience. Spells became a thing of the past, replaced by the pure embodiment of Agravain's might.
The Regents, unified by their shared beliefs and distinctive attire, spread Agravain's teachings across the land. They upheld the code of chivalry, defended the weak, and embraced the life of a knight with unparalleled fervor. While some hailed them as champions of righteousness, others viewed their single-minded devotion as fanatical and dangerous.
Through their actions, the Regents etched their place in history, their story intertwining with the very essence of the realm itself. Their legacy, one of honor, sacrifice, and unbreakable faith, would echo through the ages, inspiring generations to come. And within the catacombs, the divine presence of Agravain continued to watch over them, a silent witness to the unwavering dedication of those who had become his Regents.
Regent's Vows and Trial Of One[edit]
Within the sacred tradition of the Regents, the severance from conventional magic is an unyielding doctrine. Their unwavering devotion to Agravain necessitates a complete abandonment of spells and magical artifacts, which are viewed as affronts to the god's teachings. This strict prohibition is rooted in the belief that the true path of the Knight relies solely on physical prowess and the divine blessings bestowed by Agravain.
However, it is important to note that the Regents are not inherently opposed to using abilities that are gifted through non-magical means. These abilities, often a manifestation of their divine connection with Agravain, are considered an extension of the god's will rather than a shortcut to power. If a Regent possesses such abilities, they will embrace them without hesitation, as long as these powers are in alignment with the principles of honor, chivalry, and the code of the Knight.
Becoming a Regent is not a path undertaken lightly. To earn this esteemed title, a potential candidate must embark on a journey to an Agravain temple, a place of sanctity where the echoes of the god's teachings resonate. The candidate must then present themselves and request the opportunity to undertake the Trial of One. This trial is a revered and solemn rite that serves as a crucible for the transformation from mere devotee to a true Regent.
The Trial of One is a test of both physical prowess and unwavering determination. The prospective Regent must face another individual, chosen with careful consideration to ensure that the challenger is a formidable adversary. The trial is structured as a one-on-one combat encounter, where the candidate is deliberately pitted against a superior foe. This deliberate challenge is designed to push the limits of the candidate's strength, skill, and resolve to the breaking point.
The battle that unfolds within the arena of the trial is a true test of character. The candidate must draw upon their training, instincts, and the divine blessings of Agravain to overcome the odds. Victory is not the only measure of success; the manner in which the candidate faces their opponent, their adherence to the code of the Knight, and their unyielding determination also factor into the judgment.
Should the candidate emerge victorious from the Trial of One, they are welcomed into the ranks of the Regents with open arms. Their devotion to Agravain has been proven beyond doubt, and they are now entrusted with upholding the god's teachings, spreading chivalry, and defending the weak. Their armor becomes a symbol of their commitment, bearing the signature red details and the prominent crucifix that signifies their connection to the god.
However, failure in the Trial of One is not met with leniency. Those who are unable to meet the challenge are considered unfit to bear the mantle of the Regent. There is no second chance—failure is met with the ultimate price. The candidate perishes, their aspirations and potential extinguished in the face of their own limitations.
Through this rigorous trial, the Regents maintain the purity of their order and the sanctity of their devotion. The Trial of One stands as a testament to the belief that only the strongest, most dedicated souls are worthy of representing Agravain's divine will in the mortal realm
Creating a Regent[edit]
Regent |
- Quick Build
You can make a Regent by following these suggestions. First, Strength should be your highest ability score, followed by Dexterity. Second, choose the Soldier background.
Class Features
As a Regent you gain the following class features.
- Hit Points
Hit Dice: 1d12 per Regent level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Regent level after 1st
- Proficiencies
Armor: All armor, Shields
Weapons: Simple weapons, Martial weapons
Tools: None
Saving Throws: Strength, Dexterity
Skills: Choose 3 from Acrobatics, Athletics, Deception, Insight, Intimidation, Medicine, Perception, Performance, Persuasion, Religion, Stealth and Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Any sword and Shield or (b) Martial weapon
- (a) Any heavy armor or (b) Plate armor
- (a) Dungeoneer's Pack or (b) Explorer's Pack
- If you are using starting wealth, you have 5d4x10 in funds.
Level | Proficiency Bonus |
From the Dark Ages | Features |
---|---|---|---|
1st | +2 | 1 | Defensive Swordsmanship Techniques, Soul Weapon, From the Dark Ages |
2nd | +2 | 1 | Powerful Swing, Abnormal Prowess, Superior Vigor |
3rd | +2 | 1 | Regent Commitment, Precise Senses |
4th | +2 | 1 | Ability Score Improvement, Weapon Enchant |
5th | +3 | 2 | Powerful Swing Improvement, Attack Point, Extra Attack |
6th | +3 | 2 | Regent Commitment Feature,Improved Soul Weapon |
7th | +3 | 2 | Built Different, Disturb Magic |
8th | +3 | 2 | Ability Score Improvement |
9th | +4 | 3 | Everlasting, Extra Attack |
10th | +4 | 3 | Regent Commitment Feature |
11th | +4 | 3 | Powerful Swing Improvement |
12th | +4 | 3 | Ability Score Improvement |
13th | +5 | 4 | Heavy Weight, Extra Attack |
14th | +5 | 4 | Regent Commitment Feature |
15th | +5 | 4 | Strong Stern |
16th | +5 | 4 | Ability Score Improvement |
17th | +6 | 5 | Powerful Swing Improvement |
18th | +6 | 5 | Agravain's Halo |
19th | +6 | 5 | Ability Score Improvement |
20th | +6 | 5 | Painless Death |
Defensive Swordsmanship Techniques[edit]
At 1st level, your study of combat with melee weapons leads you to discovers the peak of combat. You gain these features as soon as you become a Regent.
- Block: When you are targeted by a melee attack, you can use your reaction to block the attack, increasing your AC by your Strength modifier against that attack. If the creature fails the attack as a result of this increase, other creatures have advantage on attacks made against it until the end of its next turn.
- Parry: When you are targeted by a melee attack, you can use your reaction to parry the attack, reducing the attacker's attack roll by your Dexterity modifier. If the creature fails the attack as a result of this reduction, you can make one attack against it. This attack is treated as an opportunity attack for all intents and purposes.
- Dodge: When you are targeted by a melee attack, you can use your reaction to dodge the attack, imposing disadvantage on the attack roll. If the creature fails the attack as a result of this disadvantage, you can choose to move up to 5ft in any direction without provoking opportunity attacks or make a single attack roll against your attacker. If you hit, you deal no damage but automatically disarm the target.
- As a Regent, you cannot take the Dodge action, as it is replaced by the dodge reaction provided by this feature.
Soul Weapon[edit]
At 1st level, your connection with your weapon is unstoppable. Whenever you finish a long rest, you can touch a weapon, and bond with it. You can chose any weapon to be your Soul Weapon and its unbreakable until your connection to it is broken. If you bond with another weapon, connection with previous one will be broken.
While you are wielding your Soul Weapon, you gain a +1 to your AC, attack rolls, damage rolls, and any ability scores whose saving throws you are proficient in, but you cannot cast spells. As you gain levels in this class these statistics grow, increasing in another +1 at 6th level (+2), at 11th level (+3), and 16th level (+4). Because of that, your maximum for these ability scores is now 25. Also, you cannot be disarmed and no one else can wield your soul weapon. If another creature tries to wield your weapon, they must pass a DC 16 Constitution saving throw, on a success the creature takes 1d6 radiant or necrotic damage (your choice) every turn until its drop this weapon, on a fail the creature drop the weapon out of reflex.
From the Dark Ages[edit]
In the old times it was much easier to overcome magic encounters. Starting from 1st level, you can't be affected or detected by spells of 1st level or lower. Additionally, you have advantage on saving throws against all other spells and magical effects. Your immunity against spells increases as you gain levels in this class, as shown in the From the Dark Ages column of the Regent table.
Powerful Swing[edit]
Starting at 2nd level, you have developed your technique with your soul weapon, aiming to end a fight quicker. Once per turn, when you hit a creature with an attack from your Soul Weapon, the creature take an additional damage die of your weapon.
As you gain level in this class your powerful swing grows in power, increasing one die at 6th level (2 additional dice), 12th level (3 additional dice), and 16th level (4 additional dice).
Superior Vigor[edit]
Beginning at 2nd level, you have twice as many hit die as you would have normally. In addition, your hit point maximum increase by an amount equal to your proficiency bonus times your level, and increases again by your proficiency bonus whenever you level up. If your proficiency bonus increases, your hit point retroactively increases accordingly.
Abnormal Prowess[edit]
At 2nd level, your overall capacity evolved to a higher level because of your intense training. Choose 2 of the following ability scores: Constitution, Intelligence, Wisdom and Charisma. You gain proficiecy in saving throws made with the chosen ability scores. At 7th level, you gain advantage on all saving throws that you are proficient with.
Precise Senses[edit]
At 3rd level, your experience in battle and time as a Regent made you upgrade all of your senses. You gain proficiency in Perception. Additionally you can add your proficiency bonus to your Initiative rolls and gain an additional Reaction per round.
Regent Commitment[edit]
At 3rd level, you choose a Commitment that shapes your fighting style. Choose the Devoted or Unfaithful commitment, detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.
Weapon Enchant[edit]
At 4th level, your proficiency with your weapon grant you a greater power. Choose one of the Weapon Enchants listed in the end of this page.
Attack Point[edit]
At 5th level, you learn how to hit the weak points of your enemies. Once in each of your turns when you hit a creature with an attack, you can strike the weak point and choose one of the effects bellow.
- Eardrum Breaker. As an bonus action, you roll a melee weapon attack against a creature. On a successful hit, the creature has disadvantage in every action they take until the start of your next turn.
- Ankle Cutter. As an bonus action, you roll a melee weapon attack against a creature. On a successful hit, the creature falls prone reducing its movement to 0.
- Joint Taker. As a action, you roll a melee weapon attack against a creature. On a successful hit, the creature must pass a Constitution saving throw of DC 16, on a success the creature only takes the weapon damage, on a fail save one of the creatures limb is severed (except head).
Extra Attack[edit]
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 11th level in this class and to four when you reach 16th level in this class.
Improved Soul Weapon[edit]
Starting at 6th level, your weapon gains the magical property in order to bypass resistances and immunity to damage of your Soul Weapon.
Built Different[edit]
At 7th level, your incredible physic makes you more resistant to against spells. When you are subjected to an effect that allows you to make a saving throw using your Strength, Dexterity or any ability scores chosen through Abnormal Prowess to take only half damage, you instead take no damage, if you succeed on the saving throw and only half damage, if you fail.
Disturb Magic[edit]
At 7th level, you can use your pure will to attempt of interrupting a creature in the process of casting a spell. If you can see a creature casting a spell, you may as a reaction attempt to interrupt the process.
If the spell's level is equal to or lower than the immunity provided by your From the Dark Ages feature, it is interrupted and has no effect, wasting the action and spell slot of the caster.
If the spell is of a higher level than the immunity provided by your From the Dark Ages feature, make an ability check using your Strength or Dexterity modifier (your choice) + your immunity level combined. The DC equals 8 + the spell’s level. On a success, the creature’s spell fails and has no effect, wasting the action and spell slot of the caster.
Everlasting[edit]
At 9th level, the path you took makes you and your Soul Weapon more powerful, making you last forever. You stop aging and do not die of old age.
Heavy Weight[edit]
At level 13rd, your monstrous physic and heavy armor makes you durable against all attacks. You gain resistance to non-magical piercing, slashing and bludgeoning damage.
Strong Stern[edit]
At level 15th, you discover you can reduce all your incoming damage. Whenever you would take damage from any type that you don't have resistance or immunity to, you can reduce it by your Strength or Dexterity modifier (your choice) + your proficiency modifier combined.
Agravain's Halo[edit]
At 18th level, at the start of your turn you can choose to be blessed by Agravain, receiving great power. This power lasts 10 minutes, during which you gain the following benefits:
- The bonuses granted by your Soul Weapon feature are doubled.
- You can use your Powerful Swing feature with every attack, instead of only once per turn.
- The resistance granted by your Heavy Weight feature is applied to all damage types.
- The damage reduction granted by your Strong Stern feature can be applied to any damage taken, regardless if you have resistance or immunity to the damage.
- Any hostile creature that can perceive you has disadvantage on any saving throws imposed by you.
Once you use this power, you cannot do so again until you finish a long rest.
Painless Death[edit]
At 20th level, you learn how to focus all your strength in a vital spot of your enemy. Once per long rest when you hit an creature with an attack, you can force the creature to make a Constitution saving throw against a DC equal 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). On a failure, a creature with 100 hit points or less dies instantly. If the creature has more than 100 hit points, it takes 10d10 additional damage. On a success, a creature takes half of this damage. This damage is of the same type as the weapon's damage, and cannot be reduced in any way. If a creature affected by this ability dies as a result of it, you immediately regain a use of this ability.
Regent Commitment[edit]
Devoted[edit]
You commit to fight for Agravain, fighting against the most powerful of the creatures or against a unfair number of enemies, no matter what your faith is more powerful than anything.
- Strong Right
At 3rd level, you gain the ability to transfer the power of your blade into your fist. As a bonus action you deliver a strong punch that deals the same damage as your Powerful Swing and that knocks creature prone to the ground on a successful hit. The punch also deals twice as much damage to constructs, structures and magical barriers.
- Deflective Blade
At 6th level, you gain the ability change the direction of any projectile being magical or not. When you are hit by a ranged attack you can use your reaction to redirect it to any other creature you can see. If the attack had an attack roll, make an attack roll against your target as if you were attacking them with your soul weapon. If the attack would force you to make a saving throw, your target must make the same saving throw, using your soul weapon's DC as if the attack originated from you.
- Pit Fighter
At 10th level, when you are surrounded by multiple enemies is when you get pumped up. If there is more than one creature enganging you in a combat you gain +1 to AC and saving throws for each creature surrounding you. Additionally, you gain immunity to being charmed, stunned, frightened and being knocked prone.
- Frozen By Fear
At 14th level, your very presence terrifies the enemies that can perceive you. As an action you can force every hostile creature that can see you to make a wisdom saving throw. On a success, they have disadvantage on every action they perform until the end of their next turn. On a failure, they are paralyzed for 1d4+1 rounds. Immediately after you perform any action that would affect or harm a creature other than you, such as grappling or attacking a creature, every creature paralyzed by this feature recovers at the start of their next turn.
Unfaithful[edit]
You commit to fight without relying on others, that includes Agravain himself. Those who follow this commitment do not wear any armor and but still are restricted to the no-spell oath, those who follow this path doesn't want to be linked to their god anymore.
- Never Truly Alone
At 3rd level, after being constantly hunted by other Regents you realized that your body is the only weapon that you can rely on. You can make yourself your own soul weapon. Your unarmed strikes' die is increased to a d4, and is increased by one size every time you gain another feature in this subclass (d6 at 7th level, d8 at 10th level and d10 at 14th level). You cannot enchant your body through your Weapon Enchant feature, but you can freely change the damage type of your unarmed strikes between bludgeoning, slashing and piercing, gaining benefits accordingly.
- Bludgeoning: Your unarmed strikes gain the benefit of the Stone enchantment.
- Slashing: Your unarmed strikes gain the benefit of the Metal enchantment.
- Piercing: Your unarmed strikes gain the benefits of the Obfuscation enchantment.
If you make yourself your own soul weapon, your unarmed strikes increase by one size again and you are ellegible to all benefits granted by your Soul Weapon feature. Unlike normal weapons, however, your body will not become unbreakable.
Finally, you gain an unarmored defense of 10 + the modifier of two ability scores of your choice. You must have proficiency in saving throws with the ability scores in order to choose them, and may replace which scores you chose at the end of a long rest. You are considered armored while benefiting of this unarmored defense, but only for class features that require you to be armored.
- Do not back down
At 6th level, you learn that you must always advance, no matter the consequences. When you move towards a hostile creature, you spend only half of the movement you cover. When you take the attack action with your unarmed strikes, you can use a bonus action to make two unarmed strikes.
- Prediction
At 10th level, without your god you focus on improving your basic training.
When you make a Block , you also add your proficiency bonus to your AC, rather than just your strength modifier. If you successfuly block the attack, you can also stun your attacker until the start of their next turn.
When you make a Parry , you also reduce the damage by your proficiency bonus, rather than just your dexterity modifier. If you successfuly parry the attack, you gain advantage on your next attack against your attacker. If you already had advantage, the attack instead becomes a critical hit, provided it hits.
When you make a Dodge , you also deny the effects of spells, feats, racial fatures or class features that would allow the target to reroll their attack or deny the disadvantage you imposed. If you succesfuly dodge, you may move as much as 15ft without provoking opportunity attacks, rather than 5ft. Alternatively you may choose to make two attacks against your attacker, rather than one.
Additionally, you gain another Reaction. per round.
- Total Protection
At 14th level, your offense is your defense, whether for good or for bad. Whenever a creature attacks you, it provokes an opportunity attack from you.
Weapon Enchants[edit]
- Blaze
- Your blade becomes engulfed in flames, now your enemies will suffer way more. All your weapon attacks deal an extra 1d6 fire damage. When you score a critical hit, this damage increases to 2d6.
- Chill
- Your blade becomes engulfed in a cold aura, you already had a cold hurt by becoming a Regent now your weapon follows the same path. All your weapon attack's deal an extra 1d6 cold damage and reduces 5 ft of the creature movement until the end of its turn (this effect cannot be stacked, only refreshes the duration). When you score a critical hit, this damage increases to 2d6 and movement speed reduction increases to 10 ft.
- Detonation
- Your blade becomes engulfed in a orange like aura, your impacts will be way stronger now. Your attacks affect target and every other creature within a 5ft radius of it with the exception of you, causing them to take an additional 2d6 force damage. When you score a critical hit, the affected creatures is also pushed away from you by 10 ft.
- Metal
- Your blade becomes engulfed by another metal, like your sword was using armor. All your attacks ignore 2 AC.
- Obfuscation
- Your blade becomes almost completely invisible by others, making it easier to hit your enemies. You gain a +2 bonus to your weapon attack rolls and your weapon critical range increases by 1.
- Stormbreaker
- Your blade becomes engulfed by a lightning aura, there was a fraud God that had the same weapon. All your attacks deal an extra 1d6 lightning damage and your weapon gain the thrown property (30ft) and may be recalled to you as a bonus action. When you score a critical hit, this damage increases to 2d6.
- Stone
- Your weapon get completely petrified, making your hits pack a punch. Your attack damage increases by one weapon dice. When you score a critical hit, this damage increases by two weapon dices.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Regent, you must meet these prerequisites: 13 Strength and 13 Dexterity
Proficiencies. When you multiclass into the Regent class, you gain the following proficiencies: Simple weapons, light and medium armor, one skill of your choice from the Regent list.
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