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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.


2nd Level

Destined

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.


1)
targeted creature gains advantage on the next attack action
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