Level Pro Features Majesty Die Fairy Tale Feature
1st +2 Condemn, Princess Lineage - Mystic Woe, Body of Majesty
2nd +2 Destined, Majesty d4
3rd +2 Lineage Feature d4 Mystic Mark (2)
4th +2 Ability Score Increase d4
5th +3 Armor of Allies d6
6th +3 Improved Condemnation d6
7th +3 Lineage Feature d6 Mystic Mark (3)
8th +3 Ability Score Increase d6
9th +4 Self Assured d6
10th +4 Lineage Feature d6 Mystic Mark (4)
11th +4 Intuitive Competency d8
12th +4 Ability Score Increase d8
13th +5 Charisma Score Increase d8
14th +5 Ability Score Increase d8
15th +5 Lineage Feature d8 Mystic Mark (5)
16th +5 Ability Score Increase d8
17th +6 Charisma Score Increase d10
18th +6 Lineage Feature d10 Mystic Mark (6)
19th +6 Ability Score Increase d10
20th +6 Sublime Countenance d10

1st Level

Condemn
Starting at 1st level, you can condemn a creature for others to handle for you. Once per turn at the beginning of your turn,you can roll 2d6. The result is your condemnation damage. If you do so, as an action, you can choose one creature that you can see within 30 ft of you and condemn them. After your turn but before the beginning of your nxt turn, the first time a condemned creature takes damage, add your condemnation damage as bonus damage. Your condemnation damage is the damage type that triggers the bonus damage.
Starting at 3rd level in this class, your condemnation roll increases to 3d6 and again at 5th level (4d6), 11th level (5d6) and at 17th level (6d6).

Mystic Woe
At 1st level, a mystic woe is something in your past that defines you you of your mystic or fairy tale background. Perhaps you were cursed by a witch or simply had a strange woe afflict you and you were oblivious to its origin. Regardless, you may struggle with your woe defining you, battle to overcome it, or embrace it.

Body of Majesty
At 1st level, you are inherently and extraordinarily attractive as a member of your race and gender. You often stand out in crowds and even members of other races find you appeasing to look upon. You find it particularly easy to stay fit and rarely find yourself dirty or smudged unless you are willingly intend to be in such a state. You also have perfect symmetry in your physical features. Knowing this you've acquired a certain skill set. You gain PRO in Deception, Intimidation or Persuasion.
Additionally, at 2nd level, when you roll a majesty die, you can chose to re-roll when your result is a 1, but you must take the second roll.


2nd Level

Destined
Eminent Destiny.
Your choices are beholden to fate itself, whether you realize it or not. Whenever you would be hurt, affected by something adverse, or fail – you instead are unharmed, unaffected, or succeed.
As a reaction to taking damage, failing a saving throw, or failing an ability check, you can instead take no damage, succeed your saving throw, or succeed your ability check. Destiny intervenes and allows your eminence to shine.
Once you use your eminent destiny feature, you cannot do so again until you finish a long rest.

Majesty
At 2nd level, you learn how to utilize your majestic presence and authority to create various effects in the form of the majesty dice. Your majesty die is a d4 and increases in dice size as you gain levels in this class, as found on the table above. You have a number of majesty dice equal to half your levels in princess, rounded up.
You start by learning three ways of using your majesty dice: Cheer, Rally, and Rouse. When you get this feature, you can spend one majesty dice per turn.
Starting at 6th level, you can spend two majesty dice per turn. The number you can expend increases at 11th level (to three dice) and again at 17th level (to four dice).
A majesty die is expended when you use it. You regain all of your majesty dice when you finish a short or long rest.
Some abilities that require expending a majesty die may require a creature to make a saving throw. When a saving throw against your majesty is required, the DC is equal to 8+ PRO BONUS + CHA.

CHEER
As a bonus action, you can spend one majesty die to take the help 1) action to aid an ally that can hear and hear you in attacking a creature. The target of this attack can be within 30 ft of you, rather then 5 feet. Your ally adds your majesty die to their first attack roll and damage roll that has advantage.

RALLY
As a bonus action, you can expend a number of majesty dice (up to your limit per turn) to designate an area within 30 ft of you as 30 ft cube as a place to rally that you fill with your moral boosting inspiration. Add the majesty dice spent together to get a pool of rally points. On a friendly creature's turn that is within the area and that can see and hear you, they can reduce the rally point up to a number equal to their PRO and add that to an attack roll, damage roll, or saving throw. They cannot reduce the pool of rally points below 0. Allies can reduce these points to gain this bonus more than once, but not more then their PRO BONUS on a single roll.
As a bonus action on subsequent turns, if you are within the designated area, you can refresh the pool of rally points by rolling the majesty die again. After 1 minute, this effect ends along with any unused rally points.

Rouse
As a bonus action, you can expend a number of majesty dice (up to your turn limit) to heal a creature within 30 ft of you that can hear and see you by an amount equal to the majesty dice expended + CHA. Additionally if the creature is prone, they can use their reaction to stand up without expending movement. If the target of this feature has maximum HP, they gain THP equal to the result that would normally be healed.
Creatures at 0 HP can't be healed by this feature.


3rd Level

Mystic Mark
At 3rd level, you begin to define the mythology of yourself. Choose abilities as they become available.

VOICE OF ENCHANTMENT
When yo sing or speak, it is like enchantment is woven into your voice. You can expend one majesty die to cast the following spells with CHA as the spellcasting ability: calm emotions2), charm person3), dissonant whispers4), and enthrall5). Additionally, you can cast vicious mockery6) as a cantrip using CHA as your spellcasting ability. These spells only have verbal components.

ALLURE
You are the epitome of a blinding, stunning individual. By expending 1 majesty die, as an action, you can force all eyes on you by unveiling yourself or doing some dramatic act, such as singing, playing an instrument, or some other form of displaying yourself. Roll one majesty die. That number of humanoid creatures of your choice that can see you within 30 feet must make a Wisdom saving throw against your majesty or be charmed by you until the beginning of your next turn. While they are charmed they are incredibly distracted. Attacks against them have advantage and their attacks against others have disadvantage. Creatures who roll a 1 on their saving throw are stunned for 1 minute and can repeat the saving throw at the end of their turn to end the stunned effect. Creatures who save against this effect are immune to it for 24 hours.

EYES OF THE OCEAN
Your eyes are that of a soft blue, so soft it looks like the rolling waves of a distant ocean. By expending 1 majesty die, as an action, you may look at a humanoid creature that can see you within 30 feet, flashing those stunning eyes, and they must make a Wisdom saving throw against your majesty. If they fail the saving throw, they are charmed by you for 1 minute and can take no actions or move so long as you are within their line of sight. An affected creature may reroll their saving throw at the end of each of their turns for the duration.


5th Level

Armor of Allies
Starting at 5th level, allies near you can serve as extra protection from danger. When you are targeted by an attack, a willing creature within 5 feet of you is instead the target.
You can use this feature a number of times equal to your Charisma modifier, regaining all expended uses after finishing a long rest.


6th Level

Improved Condemnation
Starting at 6th level, when you condemn a creature as an action, you can instead condemn that same creature twice or choose two separate creatures to condemn at the same time.
When a creature is condemned twice, the condemnation damage is applied the first time a condemned creature takes damage and the second time they take damage before the beginning of your next turn. For example, if you condemn a creature twice and an ally uses their Attack action and hits the condemn creature twice, both attacks gain condemnation damage as bonus damage.


9th Level

Self Assured
Starting at 9th level, you become as assured of yourself as you make those around you. You have advantage on saving throws to resist the charmed and frightened conditions. Additionally, you have resistance to psychic damage.


11th Level

Intuitive Competency
Starting at 11th level, you get better at using your intuition to look like you know what you're doing for the sake of maintaining a certain level of reputation. Because of this, before rolling an ability check you are proficient in, you can use your intuitive competency instead of rolling, choosing for the result of the check to be equal to your princess level + your Wisdom modifier.
Once you use this feature, you cannot do this until you complete a long rest.


13th Level

Charisma Score Increase
Starting at 13th level, you have such experience with utilizing your charisma that you become better equipped to exploit it beyond normal creatures. You gain +2 to your Charisma score to a maximum of 22.
At 17th level, you gain +2 to your Charisma score to a maximum of 24.


20th Level

Sublime Countenance
Starting at 20th level, you are at the height of your regal graces, sublime and magnetic. You can roll d4s and use them instead of expending majesty dice for your Cheer, Rally, and Rouse features.



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