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  1. - Top - End - #1
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    Default Zaydos' Princess, Updated for 5e

    Spoiler: Background
    Show
    This class is based on Zaydos' Princess, and was requested by AuraTwilight here. The overall design philosophy is that this is a martial class that focusses on acting through other people; most of the time, the princess' most effective action will be 'get someone else to do something'.


    Théodelinde de Beauharnais by Friedrich Dürck, 1836

    The Princess (Flavour by Zaydos)
    A Princess is a girl, or occasionally a boy, of such exceptional purity of heart and soul, fairness of face and kindness of spirit and act that the world itself recognizes this. Often, but not always, they are of royal or noble blood, even if not always raised in their proper status. A Princess's greatest powers are her kindness, and purity, and their ability to ward off evil with nothing more than these.

    A princess adventures either out of unavoidable circumstances, driven from home by the harshness of evil until she can acquire the power and companions with which to correct it, or driven to travel the world upon seeing the plight of others and being stirred in their heart to help them. To a princess slaying the dragon is secondary to fixing the lives of those whose suffering she sees.


    Creating a Princess
    When creating a Princess, the most important question is “what are you the princess of?” Are you next in line to a throne, a tribal princess, or a princess-in-exile? How powerful is the queendom you one day hope to rule? How do you feel about your would-be subjects - do you love them like children, or see them more as worthy folk to be upraised from their meagre lives? You should also consider what sorts of skills you have acquired, and how you can use them to benefit your people.


    Quick Build
    You can quickly make a Princess by following these suggestions. Wisdom should be your highest ability score, followed by Charisma. Choose the Noble background.


    Level Proficiency Bonus Class Features Inspiration Royal Decrees
    1 +2 Aegis of Awe, Inspiring Words d6 0
    2 +2 Loyal Retainer, Royal Decrees d6 2
    3 +2 Princess Style, Song of Inspiration d6 2
    4 +2 Ability Score Improvement d6 2
    5 +3 Instill Valour d8 3
    6 +3 Ability Score Improvement d8 3
    7 +3 Divine Grace, Style Feature d8 4
    8 +3 Ability Score Improvement d8 4
    9 +4 Healing Touch d8 5
    10 +4 Style Feature d10 5
    11 +4 Nominate Champion d10 5
    12 +4 Ability Score Improvement d10 6
    13 +5 Style Feature d10 6
    14 +5 Ability Score Improvement d10 6
    15 +5 Kiss of Life, Save the Princess! d12 7
    16 +5 Ability Score Improvement d12 7
    17 +6 Miraculous Personage d12 7
    18 +6 Style Feature d12 8
    19 +6 Ability Score Improvement d12 8
    20 +6 Fairest of them All d12 8

    Hit Points
    Hit Dice: 1d6 per Princess level.
    Hit Points at 1st Level: 6 + your Constitution modifier.
    Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Princess level after first level.


    Proficiencies

    Armour: None
    Weapons: Daggers and quarterstaves
    Tools: One musical instrument of your choice
    Saving Throws: Wisdom, Charisma
    Skills: Choose four from Acrobatics, Animal Handling, History, Insight, Intimidation, Investigation, Medicine, Nature, Perception, Performance, Persuasion or Religion.


    Starting Equipment:
    You start with the following equipment in addition to the equipment granted by your background:

    • (a) any simple melee weapon or (b) any simple ranged weapon and 20 pieces of ammunition,
    • (a) a musical instrument of your choice or (b) a book of lore,
    • (a) a riding horse, riding saddle, bit and bridle, (b) a donkey, pack saddle and cart or (c) a pair of mastiffs,
    • (a) a diplomat's pack or (b) a scholar's pack and
    • a set of fine clothes and a signet ring.


    Class Features
    Aegis of Awe. Starting at 1st level, the sheer force of your presence is powerful enough to dispirit your foes so that their attacks against you lack conviction. When you are wearing fine clothes, your armour class is equal to 10 + your Dexterity modifier + your Charisma modifier. Furthermore, any attempt to grapple, shove, disarm or in any other way molest you is made with disadvantage.

    Inspiring Words. Also at 1st level, you gain the ability to inspire your allies with a few words of encouragement. As an action, you may grant Princess Inspiration to any non-hostile creature (other than yourself) within 60 feet that can hear and understand you. That creature then gains one Princess Inspiration die, which is a d6. They may add this die to any attack roll, ability check, saving throw or damage roll they make before the end of their next turn. No creature may have more than one Princess Inspiration die at any given time.
    You can use this ability at will. Your Princess Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

    Loyal Companion. At 2nd level, some manner or loyal retainer joins you, accompanying you on your adventures. This could be a servant, handmaiden or a childhood friend, for example. The companion always does their best to fulfill your commands, even when doing so would put them in danger. If the companion dies or is permanently incapacitated, a new one joins you as soon as would be reasonably practicable.
    The companion has the statistics of a commoner and is controlled by the DM. It can be assumed that they are able to perform any task that a skilled hireling might be capable of - or that they can obtain the services of someone else who can. This includes driving coaches, repairing clothes, obtaining food and carrying bags.
    If you do not wish to have your companion travel with you, you may instruct them to stay in a fixed location. This must be a location where they could reasonably live, such as an inn, palace or your own stronghold; it can be assumed that the royal treasury or the companion themselves covers any associated costs. While staying in one location, the companion is able to look after any belongings you do not wish to carry with you, as well as build up contacts among the local populace.

    Royal Decrees. Starting at 2nd level, you gain the power to make Royal Decrees. You learn a number of Decrees as shown in the class table. Every time you gain a level in this class, you may replace one of your known Decrees with any other from the list, as long as you meet its prerequisite. In order to use a Royal Decree, you must be able to speak, and any intended targets must be able to hear and understand you.
    Some Royal Decrees duplicate the functions of spells. It should be noted that when a Princess uses one of these abilities, they are not casting a spell and do not require any spell components. Antimagic effects, Magic Resistance and the Counterspell spell do not affect Royal Decrees. If a Decree requires a saving throw, the DC is equal to 8 + your Wisdom modifier + your proficiency bonus.

    Princess Style. At 3rd level, you must decide what sort of Princess you will be. Select a Princess Style from the list in the next post.
    Each Princess Style comes with a Code of Conduct. A Princess must adhere to that code, or one similar to it, or risk losing her powers and becoming a Fallen Princess (see below). Should a Princess break her Code, she should be given an opportunity to put right the error before her powers are rescinded, unless she deliberately decides to reject the Code. If a Princess is forced to break her Code against her will (such as by being Dominated), or if she fails to keep a tenet despite trying her best, the breach should be forgiven with no risk of falling. It should be noted that a Code of Conduct is not an alignment and it is possible to remain true to the Code even if a Princess' alignment shifts or is magically changed.

    Song of Inspiration. Also at 3rd level, you learn to preform a song that inspires all of those around you. Once per short rest, you may use an action to sing a few lines of music, granting a Princess Inspiration die to every non-hostile creature within 60 feet that can hear and understand you.

    Ability Score Improvement. When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th levels, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

    Instill Valour. At 5th level, you have become skilled at inspiring your allies to incredible feats of valour. From now on, whenever one of your Princess Inspiration dice is added to a damage roll, it is rolled twice. If the attack is a critical hit, it would be rolled four times. Additionally, if a creature currently has one of your unspent Princess Inspiration dice, they are immune to being frightened. If you give a die to a creature that is currently frightened, the effect ends immediately.

    Divine Grace. Starting from 7th level, you are considered to be permanently under the effects of a Protection from Evil and Good spell. This cannot be dispelled or suppressed by any means.

    Healing Touch. At 9th level, your royal touch gains the ability to heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your Wisdom modifier x 10.
    As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.
    Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Healing Touch, expending hit points separately for each one.
    This feature has no effect on undead and constructs.

    Nominate Champion. By 11th level, your word carries sufficient authority that you can name someone as your champion. You do so by performing an hour-long ceremony, during which the would-be champion makes an oath to defend you from your enemies. You may only have one champion at any one time; if you name a new champion while the old one lives, they are released from their vows and lose the benefits conferred by this ability.
    The champion gains a number of benefits, as follows:
    • As long as they can see or hear you, they are immune to being charmed or frightened.
    • They gain a +5 bonus to their passive Perception and Insight abilities for the purposes of detecting threats to your person or lies spoken to you.
    • When you are within 120 feet of each other, you are able to communicate telepathically.
    • They are immune to exhaustion.

    Kiss of Life. Beginning at 15th level, a Princess may use an action to kiss a creature that died within 1 minute and thereby breathe life back into their body. The target’s body must be intact. They are revived with 1 hit point, and any mortal wounds they have suffered are closed. The kiss cannot, however, cure any diseases or curses the target may have been suffering from, nor can it restore lost body parts.
    Once you have used this ability, you must complete a short rest before you can use it again.

    Save the Princess! Also at 15th level, you are able to inspire your allies to great feats of heroics when your life is in danger. As a reaction to a creature making an attack roll against you or forcing you to make a saving throw, you may designate them as a Threat to your Person. For the next minute, your allies have advantage on attack rolls against that creature and, whenever they deal damage to that creature, it takes an additional 1d8 non-lethal radiant damage.
    Only one creature may be designated a Threat to your Person at any one time.

    Miraculous Personage. At 17th level, your physical form becomes utterly perfect and impervious to the ravages of a hostile world. You may now add your proficiency bonus to all saving throws. In addition, you no longer age visibly, and your natural lifespan is doubled.

    Fairest of them All. By 20th level, you have become a paragon of beauty and grace, unmatched by any mortal. Your Wisdom and Charisma scores increase by 4. Your maximum for those scores is now 24.
    Last edited by Ninja_Prawn; 2016-12-07 at 03:16 PM.

  2. - Top - End - #2
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    Default Re: Zaydos' Princess, Updated for 5e

    Princess Styles

    Classic
    Most traditional princesses adhere to certain common touchstones of style and substance: they hold themselves to the highest standards, being always immaculate in appearance and behaviour. They value grace and beauty above all, and they abhor violence and killing.

    Code of Conduct
    The classic princess is a paragon of purity and virtue who adheres to a rigid code of conduct, which typically covers the following points:
    • I must not kill any living being, and must encourage those serving me to do the same at all times.
    • I must advocate for peace and tolerance between races, nations and faiths whenever conflict between them arises.
    • I must show love and kindness to all peoples, and seek to improve their lives wherever I can.
    • I must obey the commands of my parents and serve them in whatever they require for they, in turn, serve the realm.
    • I must hold myself to the highest standards of beauty, grace and cleanliness, for I set the example that others follow.

    Mystical Song. Upon choosing this Style at 3rd level, your voice takes on a mystical power. Whenever one of your Princess Inspiration dice is rolled, your Wisdom modifier is added to the result.

    Inviolable Beauty. From 7th level onwards, whenever a hostile creature targets you with an attack or spell on its own turn, it must make a Wisdom saving throw. On a failure, it is incapacitated until the end of its current turn, and whatever action it was attempting fails. The DC for this save is equal to 8 + your Charisma modifier + your proficiency bonus.

    Pure as the Driven Snow. At 10th level, your purity and goodness makes you immune to disease and poison and grants you resistance to necrotic damage.

    In Another Castle. Beginning at 13th level, you may use an action to become invisible, simultaneously creating an illusory duplicate of yourself which remains under your control and lasts as long as you concentrate on the ability (as if on a spell) or it is ended for any other reason. You become visible when the ability ends, which happens if you take any action other than moving or speaking, if you are ever more than 30 feet away from the duplicate, or if the duplicate takes damage; it has the same AC as you, but automatically fails all saving throws. The duplicate feels solid to anyone touching it, but is unable to lift more than 5 pounds of physical matter. When you move, the duplicate may move at the same speed. When you speak, your voice appears to come from the duplicate.
    Once you have used this ability, you cannot use it again until you complete a short or long rest.

    Untouchable. At 18th level, the fates conspire to shield you from harm, even when it seems inevitable. You have advantage on all saving throws.


    Rebellious
    Not all princesses are demure pacifists. Indeed, many renowned princesses possess a rebellious streak that compels them to do what they think is right, regardless of tradition and the normal rules of high society. These princesses are often seen among the common folk, righting wrongs and exploring the world. What they lack in airs and graces, they often make up for with practical skills and strength of arm.

    Code of Conduct
    The rebellious princess chafes under the strictures of her parents and is guided more by her own sense of what is right than any external authority. Most rebellious princesses embrace the following philosophies:
    • I will defend the weak and aid those in need, regardless of their rank or station.
    • I will kill only in self defense, after all other options have been exhausted.
    • I will oppose tyranny in all its forms.
    • I will lead by example, putting myself in danger if need be.
    • I will know myself and be true to my heart at all times.

    Bonus Proficiencies. When you choose this Style, you gain proficiency in light and medium armour and four simple or martial weapons of your choice. Additionally, you may choose to gain proficiency in either one skill from the following list: Athletics, Deception, Sleight of Hand, Stealth or Survival, or one tool from the following list: Disguise Kit, Poisoner's Kit or Thieves' Tools.

    Animal Pal. Also at 3rd level, you gain an animal companion that accompanies you on your adventures. Choose a beast that is no larger than
    Medium and that has a challenge rating of 1/4 or lower. Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your princess level, whichever is higher.
    The beast obeys your commands as best as it can. It takes its turn on your initiative, though it doesn’t take an action unless you command it to. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action.
    If the beast dies, you can obtain another one by spending 8 hours bonding with another beast that isn’t hostile to you, either the same type of beast as before or a different one.

    Common Touch. At 7th level, the time you have spent among commoners has opened your eyes to their struggles and aspirations, enabling you to relate to them just as easily as the nobles you grew up around. You can always find a place to hide, rest, or recuperate among commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, and might be persuaded to risk their lives for you. Furthermore, merchants and shopkeepers will take 20% off their prices for you, unless you are in disguise or otherwise unrecognisable.

    Extra Attack. Beginning at 10th level, you can attack twice, instead of once, whenever you take the Attack action.

    Wild Empathy. From 13th level onwards, natural terrain does not impede the movement of you or anyone travelling with you, and any wild beasts you encounter will be non-hostile towards you, unless you or your allies attack them first or they are being magically influenced.

    Princess of Battle. At 18th level, your combat skills begin to rival those of a true warrior. When you use an action or reaction to make a weapon attack, you add your Princess Inspiration die to the damage roll(s).


    Magical
    For some princesses, their royal status is not the only thing setting them apart from the common folk: a rare few also learn to tap into magical powers, much like those of a cleric or paladin. These magical princesses are few in number, but many of them become adventurers, for that is the best way to use their arcane skills to improve the lives of their people.

    Code of Conduct
    The magical princess must follow special codes of conduct to account for her unusual powers. Such a code might include the following:
    • I may not kill any living being, and must encourage those serving me to do the same at all times.
    • I may use my magic only for the benefit of my people, never for selfish desires.
    • I am to serve as a guide and mentor to other magic users, to help them use their gifts for the good of all.

    Spellcasting. When you reach 3rd level, you gain the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the cleric spell list.

    Cantrips. You learn three cantrips: Spare the Dying and two others of your choice from the cleric spell list. You learn another cleric cantrip of your choice at 10th level.

    Spell Slots. The Magical Princess Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
    For example, if you know the 1st-level spell Bless and have a 1st-level and a 2nd-level spell slot available, you can cast Bless using either slot.

    Spells Known of 1st-Level and Higher. You know three 1st-level cleric spells of your choice, two of which you must choose from the abjuration and enchantment spells on the cleric spell list.
    The Spells Known column of the Magical Princess Spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells must be an abjuration or enchantment spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
    The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
    Whenever you gain a level in this class, you can replace one of the cleric spells you know with another spell of your choice from the cleric spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or enchantment spell, unless you’re replacing the spell you gained at 8th, 14th, or 20th level.

    Spellcasting Ability. Wisdom is your spellcasting ability for your cleric spells, since you use your magic via your empathetic connection to those around you. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.

    Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
    Spell attack modifier = your proficiency bonus + your Wisdom modifier

    Divine Focus. You may use your voice as a focus for your Princess spells.

    Spoiler: Magical Princess Spellcasting Table
    Show
    Princess Cantrips Spells Spell Slots per Spell Level
    Level Known Known 1st 2nd 3rd 4th
    3rd 3 3 2 - - -
    4th 3 4 3 - - -
    5th 3 4 3 - - -
    6th 3 4 3 - - -
    7th 3 5 4 2 - -
    8th 3 6 4 2 - -
    9th 3 6 4 2 - -
    10th 4 7 4 3 - -
    11th 4 8 4 3 - -
    12th 4 8 4 3 - -
    13th 4 9 4 3 2 -
    14th 4 10 4 3 2 -
    15th 4 10 4 3 2 -
    16th 4 11 4 3 3 -
    17th 4 11 4 3 3 -
    18th 4 11 4 3 3 -
    19th 4 12 4 3 3 1
    20th 4 13 4 3 3 1


    Soft Spells. Starting at level 3, whenever you deal damage with a spell, that damage is always considered non-lethal.

    Regal Nimbus. By 7th level, your regal bearing has synchronised with your magical powers to create a mystical veil that surrounds and protects you. You may choose the nature of this veil; it could be a shimmering screen of light, a cloud of mist or a cloak of shadows. Whatever the nimbus' appearance, it fills a 10-foot radius sphere around you. You may activate or deactivate the nimbus as a bonus action; it disappears when you are in an antimagic field, and is suppressed for 10 minutes if it is targetted by Dispel Magic or similar effects.
    As long as the nimbus is in place, all spells whose level is lower than the highest slot level available to you from the Princess class cast from outside the nimbus can't affect objects within it, as if it were a Globe of Invulnerability.

    Mercy for the Fallen. Beginning at 10th level, your Spare the Dying cantrip gains a range of 120 feet and can target a number of creatures equal to 1 + your Wisdom modifier (minimum 2).

    Soothing Light. At 13th level, your very presence has a soothing effect on those around you. If any of your allies spend hit dice during a short rest, they also gain a number of temporary hit points equal to your Wisdom modifier.

    Chosen One. At 18th level, it becomes apparent that you have been chosen for an epic destiny, for you are able to use your magic to grant wishes. If one of your subjects makes a request of you beginning with the words "I wish," you may cast the Wish spell on their behalf. You must work within the explicit options listed in spell's description in granting this wish; you cannot attempt to achieve anything beyond that scope. Once you have used this ability, you must complete a long rest before you can do so again.
    If you use this ability on two or more consecutive days, there is a cumulative 25% chance for each usage that something goes wrong with the Wish (usually because the Gods have other plans in mind). The DM makes this roll in secret.
    Last edited by Ninja_Prawn; 2019-03-08 at 01:47 PM.

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    Default Re: Zaydos' Princess, Updated for 5e

    Royal Decrees

    A Bounty Shall be Paid. You place a bounty on the head of an individual, causing bounty hunters to attempt to apprehend them whenever they go out in public. It takes an hour to publicise or cancel a bounty, and you may have no more than three bounties active at once. You do not have to pay successful bounty hunters; the royal treasury covers the costs.

    Call Natural Allies. (Level 7 required.) As an action, you can sing a clear, beautiful note that replicates the effects of a Conjure Woodland Beings spell. Once you have used this ability, you must complete a long rest before you can use it again.

    Countermand Order. As a reaction to another creature issuing an order (including the Royal Decrees of other Princesses and monster abilities such as the hobgoblin captain's Leadership), you can countermand it. Roll a contested Charisma check against the creature issuing the order; if you win, the order is immediately cancelled and its recipients do not change their previous course of action.
    This ability automatically fails if you do not speak the language the original order was given in, or if the person giving the order is your parent (biological-, step-, foster- or adoptive-) or legal guardian.

    Do Exactly as I Say. (Level 15 required.) Once per long rest, you can use an action to give an order that functions exactly as per the Dominate Monster spell.

    Follow Me, Everyone! (Level 12 required.) Once per long rest, you can use an action to give an order that functions exactly as per the Mass Suggestion spell.

    Forget that I said that... Once per short rest, you may order someone to forget up to 25 consecutive words that you said in the last minute. They must make a Wisdom saving throw to resist the effect. If they fail the save, all knowledge of those words is erased from their heads. They subconsciously rationalise any contradictions or inconsistencies that this may cause.

    I am Commandeering this Vehicle! Once per day, you may demand that a non-hostile NPC turn over one mount or vehicle to you. If they are a citizen of your queendom, they must comply immediately; otherwise, roll a contested Charisma check against them. If they lose, they turn over the item.
    This ability automatically fails if you do not share a language with the NPC, or if they are your parent (biological-, step-, foster- or adoptive-) or legal guardian.

    I Require a Hero. (Level 7 required.) Once per short rest, you may speak a command to one of your allies as a bonus action, inspiring them to seize the initiative and act like a hero. If they can hear and understand you, they may take an action immediately. They can do anything with this action that they would normally be able to do with an action on their turn. Responding to this Decree consumes the ally's reaction for the round.

    It is Time to do your Duty, Soldiers. (Level 7 required.) Once per day, you can give this final, grim order to up to 3 allies within 60 feet of you that can hear and understand what you are saying. The first time they are reduced to 0 hit points in the next minute, they immediately recover 1 hit point. This prevents them from falling unconscious. After the minute is up this Decree expires and, if anyone who received it did not trigger the recovery, they feel a great sense of relief and gain 5 temporary hit points.

    Look at me! As a bonus action, you concentrate (as if on a spell) on leveraging the power of your presence to force all eyes onto you. All creatures with line of sight to you have disadvantage on Wisdom (Perception) checks to see anything other than you. You automatically fail all Dexterity (Stealth) and Dexterity (Sleight of Hand) checks you make while this ability is active. You can deactivate it as a bonus action.

    Magical Kiss. (Level 15 required.) You can now use your Kiss of Life ability to replicate the effects of a Greater Restoration spell.

    Open up to me. Once per short rest, you may demand that one door, passageway, aperture or container that is locked, barred, sealed or barricaded against you opens itself to you. If the lock/seal is non-magical, it opens immediately. If it is magical, you may make a Charisma (Persuasion) check against whatever DC would be required to pick, force or break the lock/seal. The object opens on a success.

    Requisition Item. Once per day, you may demand that a non-hostile NPC turn over one man-portable item of their property to you. If they are a citizen of your queendom, they must comply immediately; otherwise, roll a contested Charisma check against them. If they lose, they turn over the item.
    This ability automatically fails if you do not share a language with the NPC, or if they are your parent (biological-, step-, foster- or adoptive-) or legal guardian.

    Royal Advice. You can take the Help action as a bonus action and, when you do so, you may help any creature within 30 feet of you that can hear and understand you.

    Rules are Made to be Broken! (Rebellious Princesses only.) Once per day you can make this Decree, which causes one creature to be pardoned of one crime or act of rule-breaking it has committed, forcing all people to forgive that creature and behave as if it had never committed that transgression. You may use this ability on yourself.

    Sermon of Tolerance. Once per long rest, you may make a speech that replicates the effects of a Calm Emotions spell. The speech takes ten minutes to make, but it is so enrapturing that no creature that is aware of your presence may move or act for its duration. After you finish the sermon, normal turn order is resumed as if the round when you started your speech had not ended.

    Show Yourself! As an action, you can order all hidden or invisible creatures within 60 feet of you to make a Wisdom saving throw. On a failure, they are revealed and any invisibility effects they were benefiting from are ended.

    Take a Message. As an action, you can speak a message of up to 25 words to any non-hostile creature that can understand you, and specify a location and a recipient. The creature will then spend the next 8 hours doing everything in its power to go to that location and pass the message faithfully on to its intended recipient. If the message cannot be delivered within 8 hours, the messenger gives up.

    There Will be no Spellcasting in my Presence! (Magical Princesses only.) You can use an action to give an order that functions exactly as per the Counterspell spell. Once you have used this ability, you must complete a short or long rest before you can use it again.

    Turn the Impure. (Classic Princesses only.) As an action, you present your perfect self, causing villains and evildoers to flee, unable to tolerate your radiance. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.
    A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
    Once you have used this ability, you must complete a short or long rest before you can use it again.

    Unhand me! As an action, you can immediately escape from a grapple or free yourself from a restraint. Your force of will is so powerful that even inanimate objects respond to this Decree. If you are being held prisoner, any guard hearing this Decree must succeed on a Wisdom saving throw or be compelled to free you and any of your companions that are imprisoned with you.

    Word of Authority. (Level 7 required.) As an action, you give an order that functions exactly as per the Command spell. You can use this ability a number of times equal to your Wisdom modifier; you regain expended uses when you complete a long rest.

    You Shall Not Pass! As an action, you designate one creature and a 20-foot square of ground that you do not wish them to enter/cross. Inanimate objects, plants and even the ground itself answer your command, becoming difficult terrain for that creature only. If the creature starts its turn in the square, it must make a Strength saving throw or be restrained until the start of its next turn. The effect remains in place for 10 minutes or until you designate another creature and/or another square.
    Last edited by Ninja_Prawn; 2017-04-03 at 01:37 AM.

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    Default Re: Zaydos' Princess, Updated for 5e

    Villainous Class Option: Fallen Princess
    Although most princesses are virtuous and honourable, some do not live up to the codes of conduct set out for them. In some such cases, the princess will redouble her efforts and try to be a better person, but in others, the princess might embrace a new path, forsaking her old vows in favour of greater freedom to behave as she desires and experience all the world has to offer. In extreme cases, fallen princesses actively side with the forces of evil - who are often keen to lavish rewards on such a high-profile turncoat.

    Code of Conduct
    The fallen princess adheres to no code of conduct. She does as she pleases.

    Burned Bridges, New Allies.
    When a princess casts aside her code, she falls from the good graces of her family and noble society in general. If she is caught inside one of her family's palaces, she will be treated as a criminal trespasser, and many nobles will now refuse to speak to her.
    At the same time, she wins the friendship of those who oppose the monarchy. In particular, a fallen princess gains the patronage of a Mysterious Individual, who provides financial backing whenever she uses an ability or Royal Decree that would normally rely on the royal treasury. The Mysterious Individual could be a friend or lover, a political ally or even a dangerous Outsider.

    Bonus Proficiencies. When you adopt this Style at 3rd level, you gain proficiency in light and medium armour and four simple or martial weapons of your choice.

    Acid Tongue. Also at 3rd level, you begin to use your oratory powers to intimidate and demoralise your opponents. As an action, you can deliver a tongue-lashing to any hostile creature that can hear you within 60 feet. The next time that creature makes an attack roll or ability check (until the end of its next turn), you may roll your Princess Inspiration die and subtract that value from the result.

    Dark Beauty. By 7th level, your wilful behaviour has given you a dangerous allure that enables you to tempt others into unwise actions. You have advantage on any attempt to persuade someone to do something if you can make it sound risky, sinful or otherwise ill-advised. Furthermore, you gain expertise in Deception and Persuasion.

    Dreaded Presence. Beginning at 10th level, the sight of your irrepressible swagger causes lesser men to quake in their boots. Whenever a humanoid hostile towards you begins its turn within 30 feet of you, it must make a Wisdom saving throw against you Royal Decree save DC. If it fails, it is frightened of you until the end of its turn.

    Mysterious Gift. At 13th level, your patron grants you a unique boon. Choose one of the options below. Note that only you can benefit from the gift; it will not function for anyone else.
    Accessory of Power. This strange item allows you to channel your fearsome willpower into a supernatural shield. While you wear the accessory, your armour class is equal to 11 + your Wisdom modifier + your Charisma modifier.
    Token of Passion. This mysterious token reminds you of all the worldly pleasures you have been able to enjoy since you threw off your parents' yoke. You are immune to the charmed and frightened conditions as long as you possess the token.
    Trinket of Freedom. This inscrutable trinket somehow enables you to bypass barriers that were meant to keep you out. As long as you keep it on your person, you have advantage on any ability check made to access something or somewhere that you were not supposed to. This includes tasks such as picking locks, bluffing your way past guards or sneaking past scouts. Once per day, you can use the trinket to automatically succeed on one such check.

    Gaze of Seduction. At 18th level, your beauty and charm come in to their own as weapons to wielded against your enemies. As an action, you may focus your attentions on a humanoid within 60 feet that can see you, attempting to overwhelm their minds with the force of your personality. They must make a Wisdom saving throw against a DC equal to your passive Charisma (Persuasion). On a failure, they are charmed by you for one minute (regarding you as a potential love-interest); on a success they are stunned for one minute, unable to comprehend anything other than your beauty. If the target fails its save, you may force them to make an additional Charisma saving throw in order to implant a suggested course of action in their head. If they fail this save, the suggestion functions exactly as per the Geas spell, except that the target's personality is distorted for the duration of the effect, causing it to want to fulfill your quest (in order to win your favour) even if it would normally be opposed to such a task.
    Once you have used this ability, you must complete a long rest before you can use it again.
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    Default Re: Zaydos' Princess, Updated for 5e

    And there you have it.

    This class is essentially finished, but if you have playtesting feedback, I'd love to hear it.
    Last edited by Ninja_Prawn; 2016-06-29 at 03:47 AM.
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    Default Re: Zaydos' Princess, Updated for 5e

    Repost, from original, I walked away for a bit:

    @Ninja: I was being very critical trying to help. I understand the challenges and expectations, but I think a "true" conversion is hard because the expectation of PCs. I also strongly disagree that backgrounds are something the DM can take away, they are literally class features chosen at character creation. He can't take a proficiency or skill away, so taking a background feature away is horrible fiat. That said, if you made a base class I would still make a spell-less bard. I can't do tables easily, but let's see...

    Hit Dice: 1d8 per level
    Hit Points at 1st level: 8 + Con
    Hit Points at higher: 1d8 (or 5) + Con per level

    Armor: None
    Weapons: Daggers, darts, hand crossbows, light crossbows, shortbows, whips
    Tools: Three choices from artisan's tools, gaming sets, and musical instruments of your choice

    Saving Throws: Wisdom, Charisma
    Skills: Choose any three

    Equipment
    • (a) a dagger or (b) a whip,
    • A tool of your choice,
    • (a) 2 books of lore, (b) a riding horse and riding saddle, (c) a hand crossbow and a case of 20 bolts,
    • A set of fine clothes and a signet ring,
    • (a) a diplomats pack or (b) a scholar's pack.


    This list comes from common "known" equipment for gentry, and even if not a noble represents "princess" sporting activities like archery, reading, riding, or crafting.

    Table up to level 10

    Royal decrees become a number known, and a number "spoken" between short or long rests. This way they are a bit more flexible and apply to a given situation.

    Inspiration directly copies bardic inspiration.

    Jane of all trades is Jack of all Trades - all princesses are considered "able" in skill and educated.

    Graces becomes a list of abilities chosen to further inspiration and customize the type of princess ("retainers", "animal friends", etc. go here along with inspiration to damage or other type abilities).

    Aura of inspiration is an option to give an area of inspiration centered on the princess, maybe a 5ft around her? It isn't limited by short/long rest, just changes the battle tactic for inspiration.

    The rest I copied from Ninja_Prawn.

    And yes, I basically mushed a warlock and bard together shamelessly. I also tried to be considerate to the desired design while preserving 5e systems and development. Graces are paced like maneuvers since they are optionally fueled by inspiration, decrees move at half (rounded up) warlock spells pace, the use of decrees copies warlocks, etc.

    I really intend to help refine things and make a conversion, not just be derisive.
    Last edited by hiiamtom; 2016-03-25 at 10:36 AM.
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    Default Re: Zaydos' Princess, Updated for 5e

    Quote Originally Posted by hiiamtom View Post
    Repost, from original, I walked away for a bit:

    @Ninja: I was being very critical trying to help. I understand the challenges and expectations, but I think a "true" conversion is hard because the expectation of PCs. I also strongly disagree that backgrounds are something the DM can take away, they are literally class features chosen at character creation. He can't take a proficiency or skill away, so taking a background feature away is horrible fiat. That said, if you made a base class I would still make a spell-less bard. I can't do tables easily, but let's see...
    Spoiler: More thoughts on background features
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    Background features are not class features. They just aren't. Even when they cover similar ground (like the Outlander's Wanderer and the entire Ranger class), they are always vague and open to DM interpretation. It is obvious (to me) that they are intended as plot hooks, like the traits/ideals/bonds/flaws thing. Ones like Researcher and Hermit's Discovery are literally plot hooks and nothing else, so it'd be unbalancing if other people got anything with mechanical power.

    And when I mean "take away", I'm talking about...

    Shelter of the Faithful: there isn't a temple to your god here.
    False Identity: not going to help you much in this dungeon.
    Criminal Contact: oh dear, it looks like they've given you some false information and led you into a trap!
    By Popular Demand: you just saved the village from an orcish invasion. They were going to give you the rooms for free anyway.
    Rustic Hospitality: some evil adventurers robbed a local farmer blind last month. People are suspicious of all adventurers at the moment and consider you to be dangerous.
    Guild Membership: well, this one has a cost, so it's a bit different.
    Position of Privilege: your family is mad at you and has send word to all their friends that you are not to be invited to this party.
    Outlander: oh, there's no food or fresh water to be found here. It is the Underdark, after all.
    Ship's Passage: are you sure? It looks like there's a storm brewing.

    And so on. Whereas I can't just say "your Sneak Attack doesn't work here," because that character is balanced around having that ability and there's no leeway in the RAW to deny it.

    A spell-less bard? That's beyond my skill to brew, and I seriously doubt that you can replace a full spellcasting progression with bits-and-pieces features. Better to start from scratch with a martial chassis rather than trying to convert from one to the other.

    On the positive side, I'm warming to the idea of a horse and/or scholar's pack as starting equipment.
    Last edited by Ninja_Prawn; 2016-03-25 at 11:03 AM.
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    Default Re: Zaydos' Princess, Updated for 5e

    Spoiler: RE backgrounds
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    I get what you're saying about background features, but I guess I'm saying a DM can say "your sneak attack doesn't work for some reason" - and doing the same for a background feature is maybe not equally bad it's still poor form. Losing your retainers, losing your criminal contacts, etc. with no hope of getting new ones is poor form any way you look at it. It's one thing to say an outlander can't find as much to eat in a desert, it's another to just throw the feature away entirely. And, yes, some are very vague like hermit but most are very specific like a sage or sailor. They all have narrative power, and having narrative power means they should never, ever be dropped entirely by the DM because it's taking away agency from the player.


    Let me get my table to post... there:
    Level Proficiency Bonus Class Features Royal Decrees Decrees Spoken Graces
    1 +2 Aegis of Awe, Princess Inspiration (d6), Royal Decrees 2 1 -
    2 +2 Jack of all Trades, Song of Rest (d6) 2 2 -
    3 +2 Princess Style*, Graces 2 2 3
    4 +2 Ability Score Improvement 3 2 3
    5 +3 Princess Inspiration (d8), Font of Inspiration 3 2 3
    6 +3 Divine Grace, Style Feature 4 2 3
    7 +3 - 4 2 4
    8 +3 Ability Score Improvement 5 2 4
    9 +4 Aura of Inspiration, Song of Rest (d8) 5 2 4
    10 +4 - 5 2 5
    11 +4 Princess Inspiration (d10)**, Style Feature 6 3 5
    12 +4 Ability Score Improvement 6 3 5
    13 +5 Song of Rest (d10) 6 3 5
    14 +5 Miraculous Personage, Style Feature 6 3 5
    15 +5 - 6 3 6
    16 +5 Princess Inspiration (d12)**, Gregarious 7 3 6
    17 +6 Song of Rest (d12) 7 4 6
    18 +6 Style Feature 7 4 6
    19 +6 Ability Score Improvement 8 4 6
    20 +6 Fairest of them All*** 8 4 6
    *2 features at 3rd, 1 at 6th (ribbon), 1 at 11th, 1 at 14th, 1 at 18th
    **delayed in this case because of 10th and 15th level grace
    ***unlimited inspiration too?

    Additonal class features needed at

    So I'm suggesting keep bardic inspiration, giving decrees immediately - as well as defining a decree's ability by the decree but refreshing with a short rest always, adding "graces" which are inspiration fueled class abilities or other customizable perks of being a princess (such as healing touch, retainers, inspiration to damage as a reaction, etc.), and changing Song of inspiration to aura of inspiration.

    Princess Inspiration. Same as Bardic Inspiration, but can be used a number of times equal to Wis modifier + Cha modifier.

    Aura of Inspiration. Whenever you use inspiration to grant a princess inspiration or grace to a creature, all allies within 5ft are granted your princess inspiration.

    Miraculous Personage. Add half your proficiency bonus, rounded down, to any saving throw you make that doesn't already include your proficiency bonus. In addition, you no longer age visibly, and your natural lifespan is doubled.

    Gregarious. Whenever you roll initiative with no uses of your inspiration feature, gain two uses of your inspiration feature.

    Graces: Loyal Companion, Instill Valor (damage as reaction not double damage), Healing Touch, Nominate Champion, Kiss of Life (requires Healing Touch), Save the Princess, etc.
    Last edited by hiiamtom; 2016-03-25 at 12:23 PM.
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    Default Re: Zaydos' Princess, Updated for 5e

    Quote Originally Posted by hiiamtom View Post
    Miraculous Personage. Add half your proficiency bonus, rounded down, to any saving throw you make that doesn't already include your proficiency bonus. In addition, you no longer age visibly, and your natural lifespan is doubled.
    What inspired you to make this change? I'm not necessarily opposed to it, but it seems a small thing, compared to everything else.

    I still think you're missing my point on background features but I don't know how to explain it any more clearly, so I'll just drop it. It's not like it's relevant here anyway.
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    Default Re: Zaydos' Princess, Updated for 5e

    Getting your full proficiency to all saves is a massive boost in ability. It's almost like 4 feats level of power (like 4 half-feats... so 2 feats in power?), so I trimmed it to line up with Jack of all Trades but for saving throws.

    Considering other classes get 1 saving throw as a class ability I think it is more in line with where the design space is. I know the princess is a bit MAD with Wis, Cha, Dex, and Con... but still.
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    Default Re: Zaydos' Princess, Updated for 5e

    Quote Originally Posted by hiiamtom View Post
    Getting your full proficiency to all saves is a massive boost in ability. It's almost like 4 feats level of power (like 4 half-feats... so 2 feats in power?), so I trimmed it to line up with Jack of all Trades but for saving throws.

    Considering other classes get 1 saving throw as a class ability I think it is more in line with where the design space is. I know the princess is a bit MAD with Wis, Cha, Dex, and Con... but still.
    4 feats? What? You know the ability as I have it is copied directly from the monk, right?

    And all classes get two saving throws as class features. The Princess isn't special in that regard.
    Last edited by Ninja_Prawn; 2016-03-25 at 04:39 PM.
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    Default Re: Zaydos' Princess, Updated for 5e

    About the Chosen One ability for the Magical Princess Style...one of the things that strikes out at me is the Princess's 3.X capstone, but I'm unsure of that as an 18th level ability. Perhaps Wish as a once-per-long-rest ability, and if you attempt to use it for something beyond spell replication, you need to wait the month before you can use it again?

    All other Wish restrictions and penalties applying?

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    Default Re: Zaydos' Princess, Updated for 5e

    Quote Originally Posted by AuraTwilight View Post
    About the Chosen One ability for the Magical Princess Style...one of the things that strikes out at me is the Princess's 3.X capstone, but I'm unsure of that as an 18th level ability. Perhaps Wish as a once-per-long-rest ability, and if you attempt to use it for something beyond spell replication, you need to wait the month before you can use it again?

    All other Wish restrictions and penalties applying?
    Genius. But, in keeping with the rest of the Princess abilities, you can only grant Wishes for other people, not yourself!

    Edit: done, more or less. The only thing I need now is a capstone for the fallen princess.
    Last edited by Ninja_Prawn; 2016-03-25 at 05:43 PM.
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    Default Re: Zaydos' Princess, Updated for 5e

    Quote Originally Posted by Ninja_Prawn View Post
    I am Commandeering this Vehicle! Once per day, you may demand that an NPC turn over one vehicle to you. If they are a citizen of your queendom, they must comply immediately; otherwise, roll a contested Charisma check against them. If they lose, they turn over the item.
    This ability automatically fails if you do not share a language with the NPC, or if they are your parent (biological-, step-, foster- or adoptive-) or legal guardian.
    Does this work if the target is hostile? Can you order the BBEG to give you the airship he is about to escape on? Does it work in combat? Can you force a target to take turns to dismount their dragon and give it to you?

    Also, do you mean once per long rest?

    Quote Originally Posted by Ninja_Prawn View Post
    It is Time to do your Duty, Soldiers. (Level 7 required.) Once per day, you can give this final, grim order to up to 3 allies within 60 feet of you that can hear and understand what you are saying. The first time they are reduced to 0 hit points in the next minute, they immediately recover 1 hit point. This prevents them from falling unconscious. After the minute is up this Decree expires and, if anyone who received it did not trigger the recovery, they feel a great sense of relief and gain 5 temporary hit points.
    If rocks fall and everyone dies, does that means 3 of the party don't? Does this work for being squished, falling to a spike pit, ect?

    Also, do you mean once per long rest?

    Quote Originally Posted by Ninja_Prawn View Post
    Requisition Item. Once per day, you may demand that an NPC turn over one man-portable item of their property to you. If they are a citizen of your queendom, they must comply immediately; otherwise, roll a contested Charisma check against them. If they lose, they turn over the item.
    This ability automatically fails if you do not share a language with the NPC, or if they are your parent (biological-, step-, foster- or adoptive-) or legal guardian.
    Does this work on weapons? Can you use this to get Sauron to give you the one ring in the middle of combat?

    Also, do you mean once per long rest?
    :P

    Quote Originally Posted by Ninja_Prawn View Post
    Royal Advice. You can take the Help action as a bonus action and, when you do so, you may help any creature within 30 feet of you that can hear and understand you.
    So one party member will always have advantage each turn? Seems pretty strong, though I guess we will see. The Princess isn't good in combat, and doesn't by default have spell casting, so this may make up for it.

    Quote Originally Posted by Ninja_Prawn View Post
    Show Yourself! As an action, you can order all hidden or invisible creatures within 60 feet of you to make a Wisdom saving throw. On a failure, they are revealed and any invisibility effects they were benefiting from are ended.
    Pretty cool!

    Quote Originally Posted by Ninja_Prawn View Post
    Take a Message. As an action, you can speak a message of up to 25 words to any creature that can understand you, and specify a location and a recipient. The creature will then spend the next 8 hours doing everything in its power to go to that location and pass the message faithfully on to its intended recipient. If the message cannot be delivered within 8 hours, the messenger gives up.
    So does this work in combat? Can you send Sauron off to deliver a letter to say, a jailer waiting in a jail cell with an anti magic field up leading to an easy capture? Also this has no save, so does it work on creatures like the Tarrasque, or even Gods?


    Quote Originally Posted by Ninja_Prawn View Post
    Word of Authority. You can use an action to give an order that functions exactly as per the Command spell.
    At will command, at second lvl. Wizards would have to wait till they are 18th level to do this, and command isn't exactly a weak spell either.
    Last edited by Jakinbandw; 2016-03-25 at 05:55 PM.

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    Default Re: Zaydos' Princess, Updated for 5e

    Thanks for the review of Decrees! Someone needed to do it...

    Quote Originally Posted by Jakinbandw View Post
    Does this work if the target is hostile? Can you order the BBEG to give you the airship he is about to escape on? Does it work in combat? Can you force a target to take turns to dismount their dragon and give it to you?

    Does this work on weapons? Can you use this to get Sauron to give you the one ring in the middle of combat?

    So does this work in combat? Can you send Sauron off to deliver a letter to say, a jailer waiting in a jail cell with an anti magic field up leading to an easy capture? Also this has no save, so does it work on creatures like the Tarrasque, or even Gods?
    Fair point. I'll restrict them to non-hostile targets. And the Tarrasque doesn't understand langauges, so it would not be eligible anyway.

    Quote Originally Posted by Jakinbandw View Post
    Also, do you mean once per long rest?
    No, actually, I did mean per day. Plenty of magic items work on daily charges; if players can keep track of that, they can keep track of this. Mechanically it's the same frequency, and it's so much easier to write.

    Quote Originally Posted by Jakinbandw View Post
    If rocks fall and everyone dies, does that means 3 of the party don't? Does this work for being squished, falling to a spike pit, etc?
    Yes, that was my intention. Do you think that's too strong?

    Quote Originally Posted by Jakinbandw View Post
    So one party member will always have advantage each turn? Seems pretty strong, though I guess we will see. The Princess isn't good in combat, and doesn't by default have spell casting, so this may make up for it.
    Yes, it is strong. This is meant to be a no-brainer, Agonising-Blast-style pick. It's a core part of what most princesses do, but I couldn't find room for it in the base class and didn't want to restrict it to a subclass, so it became a Decree.

    Quote Originally Posted by Jakinbandw View Post
    At will command, at second lvl. Wizards would have to wait till they are 18th level to do this, and command isn't exactly a weak spell either.
    True. But (a) it doesn't deal direct damage, (b) using it means you're missing out on Princess Inspiration this turn, (c) it costs you a Decree slot and (d) it fits the fluff so well!
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    Default Re: Zaydos' Princess, Updated for 5e

    Quote Originally Posted by Ninja_Prawn View Post
    No, actually, I did mean per day. Plenty of magic items work on daily charges; if players can keep track of that, they can keep track of this. Mechanically it's the same frequency, and it's so much easier to write.
    The reason I bring it up is because of the two other resting styles. One has a short rest as only an hour, and in that case, the princess gets much weaker compared to other classes, and the other is one long rest per week, in which case the princess is significantly stronger.

    Quote Originally Posted by Ninja_Prawn View Post
    Yes, that was my intention. Do you think that's too strong?
    I don't think so. It's cool, but effectively it's either stoping a TPK which isn't the worst thing, or saving two turns of casting Spare the Dying.


    Quote Originally Posted by Ninja_Prawn View Post
    Yes, it is strong. This is meant to be a no-brainer, Agonising-Blast-style pick. It's a core part of what most princesses do, but I couldn't find room for it in the base class and didn't want to restrict it to a subclass, so it became a Decree.
    It sounds very strong, but I'll have to see it in play.

    Quote Originally Posted by Ninja_Prawn View Post
    True. But (a) it doesn't deal direct damage, (b) using it means you're missing out on Princess Inspiration this turn, (c) it costs you a Decree slot and (d) it fits the fluff so well!
    I think you don't understand how strong this is. This burns through the saves of dragons in 3 turns with no downside. There is no reason not to use this every single round. With it you can:
    • Give advantage to the entire party for one round
    • Stop an opponent from moving or taking any action (stunning fist lite, but at an unlimited number of times per day. One of the defining characteristics of monks)
    • Make ranged opponents like casters be in easy reach for melee
    • Put Melee characters out of range to make any attacks
    • Cause characters to fall off cliffs and into pits (says most direct route, not safest)
    • Several other things if they are able to be put into one word, say telling a creature to strip, or throw, or any number of other actions.


    If you want to keep it, I'd suggest making it have a minimum lvl of 15 or more.
    Last edited by Jakinbandw; 2016-03-25 at 06:54 PM.

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    Default Re: Zaydos' Princess, Updated for 5e

    Quote Originally Posted by Jakinbandw View Post
    The reason I bring it up is because of the two other resting styles. One has a short rest as only an hour, and in that case, the princess gets much weaker compared to other classes, and the other is one long rest per week, in which case the princess is significantly stronger.
    Well I can't legislate for that. If a DM is willing to use variant rules that change fundamental game mechanics, I'm sure they're capable of adapting class features to fit.

    Quote Originally Posted by Jakinbandw View Post
    If you want to keep it, I'd suggest making it have a minimum lvl of 15 or more.
    What if I made it Wisdom modifier times per long rest, and required level 7? That should stop abuse, but allow the ability to be there when you need it.
    Last edited by Ninja_Prawn; 2016-03-25 at 07:11 PM.
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    Default Re: Zaydos' Princess, Updated for 5e

    Quote Originally Posted by Ninja_Prawn View Post
    What if I made it Wisdom modifier times per long rest, and required level 7? That should stop abuse, but allow the ability to be there when you need it.
    That seems completely reasonable. And yeah, I agree it is thematic!

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    Default Re: Zaydos' Princess, Updated for 5e

    Perhaps the Fallen Princess's capstone should be something like the Vistani's curse ability from Curse of Strahd? Except proportionally more powerful?

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    Default Re: Zaydos' Princess, Updated for 5e

    Quote Originally Posted by AuraTwilight View Post
    Perhaps the Fallen Princess's capstone should be something like the Vistani's curse ability from Curse of Strahd? Except proportionally more powerful?
    I'm afraid I don't have Curse of Strahd... what does that ability do?

    Just thinking out loud, an ability that duplicates Geas IX might fit into the subclass...
    Last edited by Ninja_Prawn; 2016-03-26 at 06:35 AM.
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    Default Re: Zaydos' Princess, Updated for 5e

    The Vistani have a Curse power and an Evil Eye, I'll include both in a spoiler for reference:

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    A Vistana, regardless of age, can use an action to utter a curse. The curse targets another creature within 30 ft that the Vistana can see. The Vistana can't utter another such curse before finishing a long rest.
    The curse is a repayment for an injustice or slight. The target must succeed on a Wisdom saving throw to avoid the curse. The save DC is 8 + The Vistana's proficiency bonus + the Vistana's Charisma modifier. The curse lasts until ended with Remove Magic, Lesser Restoration, or similar magic. It doesn't end whe nthe target dies. If a cursed target is returned to life, the curse remains in effect.
    When the curse ends, the Vistana suffers a harmful psychic backlash. The amount of this psychic damage depends on the severity of the curse that was invoked.
    The Vistana chooses the curse's effect from the options that follow, though other curse effects are possible.

    *The target is unable to perform a certain kind of act involving fine motor control, such as using a tool, tying knots, or casting spells that have somatic components. The psychic backlash is 1d6 psychic damage.
    * The target's appearance changes in a sinister, cosmetic manner. 1d6 psychic backlash.
    * A nonmagical item in the target's possession disappears and cannot be found until the curse ends. 1d6 psychic backlash.
    * The target gains vulnerability to a damage type of the Vistana's choice. 3d6 backlash.
    * The target has disadvantage on ability checks and saving throws tied to one ability score of the Vistana's choice. 3d6 backlash.
    * The target's attunement to one magic item ends, and they cannot attune to the item until the curse ends. 5d6 backlash.
    * The target is blind, deaf, or both. 5d6 backlash.

    Additionally, the Vistana can use their Evil Eye on a target within 10 feet they can see, as an action. This duplicates the effect of Animal Friendship, Charm Person, or Hold Person as the Vistana's choice, requiring no components. If the target succeeds on the save (8 + proficiency bonus + CHA mod), the Vistana is blinded until next turn.
    A Vistana cannot use the Evil Eye until finishing a short or long rest. Once a target succeeds a saving throw against the Evil Eye, they're immune to the Evil Eye of all Vistani for 24 hours.


    Not sure how useful the above is, but Geas as a 9th level spell sounds like it could work. Maybe we could tie in other fairy tale curses, like turning someone into a toad or putting someone into an eternal slumber that can only be lifted by a Princess's Kiss?

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    Default Re: Zaydos' Princess, Updated for 5e

    That's pretty cool, but I don't think it fits. To me, fallen princess =/= wicked witch. I'd like to stay away from overtly magical abilities if possible. I've got an idea though. Give me a minute and I'll write it up.

    Edit: done. I'm trying to evoke the sort of effect Lanfear has on people in the Wheel of Time books.
    Last edited by Ninja_Prawn; 2016-03-26 at 03:31 PM.
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    Default Re: Zaydos' Princess, Updated for 5e

    Wow, that's perfect! ...So is this class basically done, then? It looks fantastic.

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    Default Re: Zaydos' Princess, Updated for 5e

    Quote Originally Posted by AuraTwilight View Post
    Wow, that's perfect! ...So is this class basically done, then? It looks fantastic.
    Yeah, I think I'm done, unless anyone else has any comments. I have no idea if it's balanced; it's so different from any of the official classes that you can't really compare it to any of them directly. Obviously it needs playtesting. If you do end up using it, let me know how it goes!

    Also, how cute is Princess Théodelinde? That's some serious Charisma going on there!
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    Default Re: Zaydos' Princess, Updated for 5e

    I'm going to use it in my next 5E game, so I'll tell you how it goes.

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    Default Re: Zaydos' Princess, Updated for 5e

    So I was running the numbers out of curiosity. At if a magical princess picks up guidance, and has at least one round of warning to buff someone for a skill check the person have a 56.71 chance to roll a twenty or better. This is assuming the princess cast guidance one turn, and then the next gives the person inspiration as well as uses help as a bonus action.

    Later, when the princess inspiration die goes up to a d12 it becomes a 71.71% chance to roll a twenty or higher on any skill check (and still a 57% chance to roll 20 or higher if she can't get guidance off first). This means that the princess is going to effectively give all skill checks except in very narrow situations (Where multiple people have to make skill checks all at the exact same time) a +10 bonus from level 3 onward (earlier if they can get guidance at first level some way).

    This means that past a certain point, achieving impossible skill checks, becomes something that the party can regularly expect to achieve.

    Just some fun math I worked out while on a walk.

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    Default Re: Zaydos' Princess, Updated for 5e

    Quote Originally Posted by Jakinbandw View Post
    Just some fun math I worked out while on a walk.
    Cool Story bro.

    Of course, that's the whole point of having a princess in the party: she makes the others better at the things they do. Because, let's be honest, she's not going to be doing much for herself. She's a damn princess!
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    Default Re: Zaydos' Princess, Updated for 5e

    Quote Originally Posted by Ninja_Prawn View Post
    Cool Story bro.
    I have a program on my phone called the Dicenomicon that allows me to program in dice rolls (Really complex ones!) and then it will analyze the probabilities for me if they are simple enough, or run 10 thousand rolls if they end up too complex. It's awesome for when you feel curious about what your dice are doing!

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    Default Re: Zaydos' Princess, Updated for 5e

    Neat idea! It reminds me of a spell-less bard and opens up plenty of roleplaying options as well. Although, being a princess isn't bad. The name makes it appear gender-locked. I would personally, let my players be a Prince or Princess if they wish and just change the flavor text accordingly, but otherwise this is a neat class.
    I would personally change the name to something like: "Royalty" or something gender-neutral, and reword the abilities to accommodate both men and women. but otherwise this looks very neat and appear balanced. Or at the very least ,leave a note on the side that clearly states that either gender can take up this class.
    Last edited by Lonesomechunk44; 2016-05-31 at 03:14 PM.

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    Default Re: Zaydos' Princess, Updated for 5e

    Quote Originally Posted by Lonesomechunk44 View Post
    Neat idea! It reminds me of a spell-less bard and opens up plenty of roleplaying options as well. Although, being a princess isn't bad. The name makes it appear gender-locked. I would personally, let my players be a Prince or Princess if they wish and just change the flavor text accordingly, but otherwise this is a neat class.
    I would personally change the name to something like: "Royalty" or something gender-neutral, and reword the abilities to accommodate both men and women. but otherwise this looks very neat and appear balanced. Or at the very least ,leave a note on the side that clearly states that either gender can take up this class.
    Thanks for the comments; I was aiming for a spell-less bard kind of feel when I wrote this. You might want to check the forum rules again though - only the creator of a homebrew thread is allowed to bring it back from the dead.

    And as noted at the top of the OP, the name wasn't my idea. This is a re-make of someone else's class, so my hands are tied when it comes to the name and fluff.
    Last edited by Ninja_Prawn; 2016-05-31 at 04:11 PM.
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