Royal Family Member (5e Class)
Royal Family Member[edit]
You're even greater than a noble, you are related to (or are!) a member of a reigning royal family with the favor of the gods. You know that you are destined to be a great ruler one day, or if not that the power behind the throne. Will you use your gifts for good, or for evil?
<!-Introduction Leader->[edit]
Creating a Royal Family Member[edit]
- Quick Build
You can make a Royal Family Member quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the Noble background. Third, choose <!-elaborate on equipment choices->
Class Features
As a Royal Family Member you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Royal Family Member level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Royal Family Member level after 1st
- Proficiencies
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools:
Saving Throws: Wisdom, Charisma
Skills: Choose any three
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- fine clothes
- A diplomat’s pack, priest’s pack, or scholar’s pack.
- (a) A melee martial weapon and scale armor or (b) Two sets of artisan’s tools
- If you are using starting wealth, you have see Inheritance, below in funds.
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Demand Deferrence, Expertise, Inheritance |
2nd | +2 | Spellcasting |
3rd | +2 | <!-Class Feature3-> |
4th | +2 | Ability Score Improvement |
5th | +3 | Extra Attack |
6th | +3 | — |
7th | +3 | — |
8th | +3 | Ability Score Improvement |
9th | +4 | — |
10th | +4 | Expertise |
11th | +4 | — |
12th | +4 | Ability Score Improvement |
13th | +5 | — |
14th | +5 | — |
15th | +5 | — |
16th | +5 | Ability Score Improvement |
17th | +6 | — |
18th | +6 | Fisher King |
19th | +6 | Ability Score Improvement |
20th | +6 | — |
Royal Path[edit]
Starting at 1st level, you decide by what type of dinasty you intend to create. You can choose between the Path of the Tyrant and the Path of the Ruler. Your choice grants you features at 1st level and again at 6th, 10th, 14th, and 18th level.
Lordship[edit]
At 1st level, you are have a position of privilege inside a certain region or nation. Choose one territory with 1000 miles of radius. When you make an Charisma or Intelligence check related to the chosen place or its people, your proficiency bonus is doubled if you are using a skill that you’re proficient in. You have access to a building owned by an older and more powerful member of your family inside this territory. This can be either a stronghold, castle or fortified village, situated in a point of the chosen territory, determined by the DM. While you are in the building, you don't need to pay for food or accommodations.
You can ask for help of a commoner in the area. The commoner will make any favor you ask him for that don't put him in direct danger or get him involved in combat, and that can be accomplished within the area, or outside the area, lasting 24 hours.
Royalty[edit]
At 2nd level, you have awakened the true power of your royal heritage. You gain a Royalty die, which is a d4. The die changes as you gain Royal Family Member levels, as shown in the Royalty column of the Royal Family Member table.
You gain a number of royalty dice equal to your Royal Family Member level, and regain all your royalty dice when you finish a short or a long rest.
Once per turn you can use this die to fuel a royal action, and require you to roll the die. You start knowing three such features: Royal Mark, Majesty, and Inspiration.
Some of your Royal Actions require your target to make a saving throw to resist the feature’s effects. The saving throw is calculated as follows:
Royalty save DC = 8 + your proficiency bonus + your Charisma modifier
- Royal Mark
When you hit a creature with a melee weapon attack, you can use a bonus action to roll your royalty die to mark the creature. The next time a friendly creature that can see you hit that creature with a weapon attack, it causes additional damage equal to the number rolled on the die.
- Command
You can use this bonus action to force a creature to obey an order given by you, as if you had cast the spell command.
- Inspire
As a bonus action, you can use use your die to give a creature temporary hit points equal to the total rolled + your Charisma modifier.
Combat Order[edit]
Starting at 2nd level, your leadership brings victory to your allies...
Aura of Royalty[edit]
At 3rd level, ... as a bonus action...1 minute...
- The oppressive aura turns the area within it to become difficult terrain to hostile creatures.
- You regain a Royalty die when you use this feature, and an additional royalty die in each of your turns.
You can transform using this feature twice before you must finish a long rest to do so again.
Extra Attack[edit]
At 5th-level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Blue Blood[edit]
Also at 5th level, when your royal blood is spilled your determination only grow stronger. When you take damage from a hostile creature, you gain temporary hit points equal to your Majesty Die + your Charisma modifier.
Alternatively, you can choose to take one of your Royal Actions as bonus action.
Etiquette[edit]
At 6th level, you know how to navigate on the right social circles. You have advantage on Charisma checks to interact with nobles, royalty and members of upper classes.
In addition, you are highly educated and can interact in a plethora of languages. You understand the literal meaning of any spoken language that you hear for at least 10 minutes. This effect lasts for 1 hour.
Authority[edit]
At 7th level, your royal authority only grows with your increase in power. When you take your Royalty bonus action on your turn, you can choose to take another one as part of the same bonus action. It can be the same royal action or another.
You can use this feature a number of times equal to your Charisma modifier (minimum of 1) and regain your uses after finishing a long rest.
Awe[edit]
At 11th level, you can use an Action to create an aura of awe. This doubles your aura of royalty, if active...
Royal Path[edit]
Royal family members can exercise their divine right to rule by many different paths. Your choice of path determines the method you have chosen to rule and how your dinasty will be remembered for the generations to come, and so your abilities will reflect the path you decided to travel.
Tyrant Path[edit]
Tyrants are leaders known in their realms and beyond as dangerous royal family members, that must be treated with respect - or at least fear. They have levels of cruelty and infamy that can rival those from even the vilest of devils, and are fully dedicated into create a powerful kingdom, by any means necessary.
Some tyrants are born out of their own sadistic nature, using brutality and violence just to satisfy their depraved desires. Others, however, are turned to this path due to the need for strength in face of great adversity, vengeance and other more righteous reasons, that end up being distorted justifications for the concentration of power.
- Merciless
At 1st level, you have no pity for the weak. When you cause damage to a creature that reduces it to a number of hit points equal to your Royal Family Member level + your Charisma modifier, that creature is reduced to 0 hit points instead.
- Cruelty
At 6th level, you can use your relentless nature to deliver punishment to your enemies. Whenever a creature you can see within 60 feet and that are able to see you makes a saving throw, you can use your reaction to give it disadvantage to that roll.
Once you use this feature, you can’t do so again until you finish a long rest, unless you spend a destiny charge.
- Paranoia
At 10th level, you grow increasingly weary of your surroundings, seeing enemies in all places. You gain the ability to sense hidden or unseen creatures not concealed by magic up to a range of 30 feet.
You also have advantage Wisdom (Insight) checks to detect lies from friendly or indifferent creatures, and on your passive Wisdom (Perception) checks.
- Terrorize
At 14th level, when you activate your Aura of Royalty, you can use an action until the end of that turn to force all creatures inside the aura to make a Wisdom saving throw against your Royalty save DC. A creature takes 3d12 psychic damage on a failed save, or half as much damage on a successful one.
In addition, any creature that moves inside your aura for the next minute or end its turn there must succeed on a Wisdom saving throw or is frightened by you until the end of your next turn.
- Submit
At 18th level as an action, you oppress your target with your terrifying presence. You gain a single 6th-level spell slot, which you can only use to cast one of the following spells: dominate person or eyebite. Once you cast this spell, you can't use this feature again until you finish a long rest.
Ruler Path[edit]
- Charming Leadership
At 1st level, you can ease other creatures into obeying your commands. As an action, you can use your majestic presence to charm other creatures. You replicate the effects of the charm person spell, using Charisma as your spellcasting ability. Your target doesn't have advantage to resist this spell when it is cast in combat.
Once you use this feature, you can’t do so again until you finish a short or long rest, unless you spend a x to use it again.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Royal Family Member class, you must meet these prerequisites: Charisma 13 or higher.
Proficiencies. When you multiclass into the Royal Family Member class, you gain the following proficiencies: Light armor, medium armor, simple weapons, martial weapons, one skill proficiency.
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