Noble Court

A noble court domain is unique among the orga- nizations in this section, as it allows the characters to take responsibility for governing a land and the citizens who live and work there. (And if your noble court reaches size 5, it could become a kingdom! Yay, it’s the title of the book!) Farmers, smiths, carpenters, and shepherds might be the agents of a rural noble court, while clockmakers, luthiers, butchers, or musicians might serve you in a city. Whoever your followers are, they all look to you for guidance and protection.   Officer Titles
  • Court Mage- You must have the Spellcasting feature to claim this title. You can cast the detect magic spell at will, without expending a spell slot. Additionally, you have one extra spell slot of the highest spell level you can cast, to a maximum of 5th level.
  • Court Minstrel- You have advantage on Charisma (Performance) checks. Additionally, you know the vicious mockery cantrip and can cast it as a bonus action. Charisma is your spellcasting ability for this cantrip.
  • High Priest- Once per turn when you damage a creature with an attack or a spell, you can choose another creature you can see within 30 feet of you. The chosen creature gains temporary hit points equal to 1d6 × your proficiency bonus.
  • Master Assassin- You gain proficiency in the Stealth skill. Additionally, whenever you hit with a light weapon or a ranged weapon, you gain a bonus to damage rolls equal to your proficiency bonus.
  • Master-at-Arms- You gain proficiency in the Athletics skill. Additionally, you learn a fighting style of your choice from the fighter’s Fighting Style feature in the core rules.

Specializations

 
Court of War
  Your noble court focuses on conquest, seeking growth through martial power. Like the subjects of so many great empires, your people are kept happy through the prosperity gained by annexing new territory. But those you conquer might view your actions as those of a tyrant rather than a hero.
Skill Bonus Defense Bonus
Operations: +1 Resolve: +1
 
  • Conqueror- As a bonus action, take a power die from your domain’s pool. Until the end of your next turn, you gain a bonus to weapon attack rolls equal to the number on the power die, your speed increases by 10 feet, and your movement doesn’t provoke opportunity attacks.
  • Forewarned is Forearmed- Once per intrigue, as a domain reaction when an opposed domain musters a special unit, you can make a DC 13 Operations test. On a success, you increase your domain’s Communications level by 2.
  • Outmaneuvered- If your domain’s Communications level is 2 or higher at the end of deployment, choose a number of opposed units equal to your domain size. Each of those units must make a DC 15 Command test. If a unit fails the check, you can move one of your deployed units into any unoccupied space next to that unit.
 
Political Administration
  Your organization is focused on the skills and traditions of statecraft. Its officers are politicians first, pulling strings and manipulating neighbors, gathering favors and making deals. You prefer to use your diplomatic skills to avoid war—but if that proves impossible, you ensure that the battle happens on your terms, surrounded by allies while your enemy stands alone.
Skill Bonus Defense Bonus
Diplomacy: +2
 
  • Diplomacy for Intel- As a domain action, make a DC 15 Diplomacy test. On a success, your domain’s Communications level increases by 1, and you can make Diplomacy tests in place of Espionage tests until the end of the intrigue.
  • Enchantment Economy- As a domain action, make a DC 14 Diplomacy test. On a success, all officers in your organization have advantage on saving throws against spells and other magical effects during the next combat against the officers of an opposed domain.
  • Timely Aid- As a reaction to a successful attack made against a creature you can see within 30 feet of you, take a die from the power pool. Until the end of its next turn, that creature gains a bonus to its AC (including against the triggering attack) equal to the number on the power die. Additionally, the creature regains hit points equal to the number on the power die.
 
Regent State
  A regent holds power in trust to someone else, usually an absent monarch or an heir too young to rule. But a regent can also hold power in trust to the people, always working to act in their best interests. Regents concern themselves first with their people’s well-being, and work hard to establish justice, pros- perity, and security
Skill Bonus Defense Bonus
Resolve: +1 Resources: +1
 
  • Voices of the Past- Past custodians of your domain answer your call for aid. As an action, take a power die from your domain’s pool and conjure a celestial or an undead (your choice) with a challenge rating equal to or lower than the number on the power die. The creature appears in an unoccupied space that you can see within 30 feet of you. You mentally control the actions the creature takes. It acts when it is summoned, and on each of your turns thereafter. Creatures summoned by this power disappear when they are reduced to 0 hit points or after a number of rounds equal to 1 + your domain size, whichever comes first.
  • Backdoor Negotiations- As a domain reaction when an opposed domain gains a special unit from an NPC realm, make a Diplomacy test against the opposed domain’s Communications. On a success, the NPC realm doesn’t send the special unit to aid the opposed domain, and the NPC realm’s attitude toward your domain improves one step.
  • Volunteer Blacksmiths- As a domain action, make a DC 13 Operations test. On a success, any levies you muster before the end of intrigue start with heavy equipment
Skills Defenses
Diplomacy: +2 Communications: 10
Espionage: +0 Resolve: 12
Lore: -1 Resources: 11
Operations: +1
Domain Power Mantle of Authority- The burden of leadership passed down from your forebears allows you to call upon their strength in battle. As a bonus action, take a power die from your domain’s pool and add half the number on the die (rounded up) to one of your ability scores. This can increase your ability score above 20. At the end of each of your turns, decrement the power die.   Domain Features Skilled Negotiators- Once per intrigue as a domain bonus action, you can make a Diplomacy test to gain a special unit from an NPC realm. On a success, the unit also has its casualty die increased one step.   Prepare the Steeds (Special Unit)- As a domain action, make a DC 13 Operations test. On a success, you muster the Lancers, a special unit of skilled equestrians.

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