Regent (5e Class)
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: All swords, Simple weapons, Martial weapons
Tools: None
Saving Throws: Strength, Dexterity
Skills: Choose 5 from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Medicine, Perception, Persuasion, Sleight of Hand, 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, Precision Sense |
4th | +2 | 2 | Ability Score Improvement, Weapon Enchant |
5th | +3 | 2 | Powerful Swing Improvement, Ankle Cutter, Extra Attack |
6th | +3 | 2 | Ability Score Improvement, Regent Commitment Feature,Improved Soul Weapon |
7th | +3 | 3 | Built Different, Disturb Magic |
8th | +3 | 3 | Ability Score Improvement |
9th | +4 | 3 | Everlasting, Extra Attack |
10th | +4 | 4 | Regent Commitment Feature |
11th | +4 | 4 | Powerful Swing Improvement |
12th | +4 | 4 | Ability Score Improvement |
13th | +5 | 5 | Heavy Weight, Extra Attack |
14th | +5 | 5 | Regent Commitment Feature |
15th | +5 | 5 | Strong Stern |
16th | +5 | 6 | Ability Score Improvement |
17th | +6 | 6 | Powerful Swing Improvement |
18th | +6 | 6 | Agravain's Halo |
19th | +6 | 7 | Ability Score Improvement |
20th | +6 | 7 | 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 target of an melee attack, you can use your reaction to block the attack, increasing your AC by your Strength modifier to this attack. If the creature fails the attack, you and other friendly creatures have advantage on attack rolls against blocked creature 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, If the attack hits, the posture is broken and the damage dealt is doubled..
- Dodge: When you are target of an melee attack, you can use your reaction to dodge an attack. The creature gains disadvantage on it's attack and on a successfull dodge, you can follow up with an attack action against the creature, if the attack hit's the creature takes normal damage and its disarmed (This specific feature replaces the Dodge action).
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 +2 to your AC, attack rolls, damage rolls, and ability scores you have proficiency with, but you cannot cast spells. As you gain levels in this class these statistics grow, increasing in another +1 at 5th level (+3), at 9th level (+4), at 13th level (+5) and 17th level (+6). Because of that, your maximum for all ability scores is now 30. 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 20 Constitution saving throw, on a success they only drop the weapon out of reflex, on a fail the creature falls unconscious.
Starting at 6th level, your weapon gains the magical property in order to bypass resistances and immunity to damage of your Soul Weapon.
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. When you hit a creature with an attack from your Soul Weapon, the creature take an additional damage equal the dices of your Soul Weapon.
As you gain levels in this class this damage increases, increasing it by another dices at 6th level, at 12th level and 16th level.
Superior Vigor[edit]
At 2nd level, you gain double the amount of maximum hit points from all sources.
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 acquire proficiency in saving throws made with the chosen ability. Additionally you gain advantage on all saving throws made with Strength and Dexterity.
Precision Sense[edit]
At 3rd level, your experience in battle and time as a Regent made you upgrade all your senses. You get proficiency in Perception or expertise, if you're already proficient with it. Additionally you can add your proficiency bonus to your initiative rolls and gain an additional Reaction per turn. At 10th level you gain an additional Bonus Action and at 16th level you gain an additional Action.
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. You can choose another Weapon Enchants at 10th and 16th level.
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 20, 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 10th level in this class and to four when you reach 15th level in this class.
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 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. Whenever you see hostile creature is casting a spell of 3th level or lower, its spell fails and has no effect, wasting the action and spell slot of the caster. If it is casting a spell of 4th level or higher, make an ability check using your Strength modifier + Dexterity modifier + your proficiency bonus combined. The DC equals 10 + 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 and magical piercing, slashing, and bludgeoning damage.
Strong Stern[edit]
At level 15th, you discover you can reduce all your incoming damage. You reduce a amount of damage that equals your Strength modifier + your Dexterity modifier + your proficiency modifier combined. At 19th level, amount of reduction is doubled.
Agravain's Halo[edit]
At 18th level, you can choose to be blessed by Agravain once per long rest, conceding you great power. All your die results are doubled. This form lasts 10 minutes.
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 10 + your proficiency bonus + your Strength modifier + your Dexterity modifier. On a failure, a creature with 100 hit points or less dies instantly. If the creature has more than 100 hit points, it takes 100 additional damage. On a success, a creature takes half of this damage.
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 three times more damage to constructs 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 target of a range attack, you can use your reaction to redirect the attack to any other creature in your field of view, for this you must pass the saving throw against the attack if it has one or roll an attack against the projectile, if you roll higher or pass the spell DC you deflect it back to the its owner.
- Pit Fighter
At 10th level, when you are surrounded by multiple enemies is when you get pumped up. If there is more than one hostile creature enganging you in a combat, you gain +1 to AC for each hostile creature surrounding you within 10 feet. Additionally, you gain immunity to being stunned and being knocked off your feet.
- Frozen by Fear
At 14th level, you gaze into your enemies souls, even though they can't see your face they can totally feel they are being stared by you and it's terrifying. As action, you can use this feature a amount of times equal your proficiency bonus, it has the same properties as the Time Stop but you don't stop time, you just freeze in place every hostile creature around you.
Unfaithful[edit]
You commit to fight without relying on others, that includes Agravain himself. Those who follow this commitment do not wear any armor, 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 Regent you realized that your fists are the only weapons that didn't break. Your fists become your another Soul Weapon. Now they are as hard as steel and as sharp as a sword. They do 1d12 damage of one of the physical types of damage (bludgeoning, slashing or piercing) and you get one more die every time your Powerful Swing is improved. Additionally you can't enchant your fists, however, depending on which type of damage you choose to deal they get the same effects as one of the Weapon Enchants Listed below.
Bludgeoning: Stone
Slashing: Metal
Piercing: Obfuscation
And your skin is now as hard as a rock. While you are not wearing any armor, your Armor Class equals 10 + your Strength modifier + your Dexterity modifier + your Constitution modifier.
- Do Not Back Down
At 6th level, you punish those who are foolish enough to turn their back to you. You gain the Sentinel feat. Additionally, you gain 30 ft of movement speed and proficiency in Athletics and Acrobatics. If you already are proficient with these, you gain expertise doubling your proficiency bonus on those skills.
- Prediction
At 10th level, now your way better at the basics.
When you make a Block, you add your Strength modifier twice to your AC instead.
When you make a Parry, you add your proficiency bonus to this reduction.
When you make a Dodge, the attacker has triple disadvantage (which means they roll 3 times and pick the smallest result).
- Total Protection
At 14th level, your totally concentrated in your defenses. Every time when you are target of an melee attack, you can make an opportunity attack as a free action.
Weapon Enchants[edit]
- Blaze
- Your blade becomes engulfed in flames, now your enemies will suffer way more. All your weapon attacks deal an extra 2d6 fire damage and burn them for the same amount for 2 turns (this effect cannot be stacked, only refreshes the duration). As you gain levels in this class, your damage increases, increasing in one die at 8th level (3d6), at 12th level (4d6) and 16th level (5d6).
- 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 2d6 cold damage and reduces 10 ft of the creature movement until the end of its turn (this effect cannot be stacked, only refreshes the duration). As you gain levels in this class, your damage increases, increasing in one die at 8th level (3d6), at 12th level (4d6) and 16th level (5d6).
- Detonation
- Your blade becomes engulfed in a orange like aura, your impacts will be way stronger now. After successfully hitting a creature 2 times in a row during your turn, explosion happens on the tip of your blade. The next time you hit, you deal an additional force damage equal to this attack damage. The creature is also pushed away from you by 10 ft.
- Metal
- Your blade becomes engulfed by another metal, like your sword was using armor. Every successful hit on creature weakens them, reducing its AC by 1 and it stacks to a limit of 5.
- Obfuscation
- Your blade becomes almost completely invisible by others, making it easier to hit your enemies. You gain +2 to all your weapon attack rolls. As you gain levels in this class, this attack bonus increases, increasing in +1 at 8th level (+3), at 12th level (+4) and 16th level (+5).
- Stormbreaker
- Your blade becomes engulfed by a lightning aura, there was a fraud God that had the same weapon. All your weapon attack's deal an extra 2d6 lightning damage and your weapon gain the thrown property (60ft) and may be recalled to you as a free action. As you gain levels in this class, your damage increases, increasing in one die at 8th level (3d6), at 12th level (4d6) and 16th level (5d6).
- Stone
- Your weapon get completely petrified, making your hits pack a punch. If you roll 17 or higher on d20 to hit a creature, they get stunned until the end of your next turn.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Regent, you must meet these prerequisites: 15 Strength, 13 Dexterity and 13 Constitution.
Proficiencies. When you multiclass into the Regent class, you gain the following proficiencies: Simple weapons, Martial weapons, Light armor, Medium armor, one skill of your choice from the Regent list.
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