Lord

As the campfire crackles in the night, screams echoes through the woods. At the center of this are bandits assaulting a merchant caravan that has camped for the night. As a human warrior holds her ground, she gains support from a nearby friend, whose friendship with her has given her a physical boost to her fighting ability. Meanwhile, her friend prepares himself for combat, and fights with a defensive style meant to protect others just as much as it helps them out.

Everyone can feel this effect, and use it to fight for the safety of the innocents they protect.

Tangible Friendship

In the world of D&D, friendship is more than just a social construct that people have made. Instead, it is a real force. And Lords are the masters of this force, as their power comes from their friendships just as much as the power of friendship inherent in the world. This friendship fuels and shapes lords, giving them purpose in life and goals to achieve.

A Lord's strength comes from both within and from others. Lords are very social people, who want to make friends with as many as possible. They care for others, and are generally in good alignments (although there is always the rare evil or neutral Lord). Lords take the front lines in combat, and are fuelled by friendship to deal massive damage and protect what they hold dear.

Social Nobility

Lords are of nobility, and as such have learned many skills expected of nobles. Lords are a rare occurrence, since not all nobles are so genuine in their positivity or trust of others. As such Lords are both treasured and deceived often. Lords tend to be the kind to persevere, and are very selfless in their actions. These qualities draw others towards them, and make Lords a shining example of trust and friendship in any race.

Creating a Lord

Lords thrive on friendship, and find more wherever they go. Your character's goals and actions are driven by the friends you make, and your friends help shape your future. Think about how your character became such an outgoing person, and why they decided to fight. Most lords come from some sort of nobility, but this is not always the case. If there is one thing all Lords have in common, it is that they all are people who usually want to do good in the world, and make some friends doing it.

Some questions to consider when creating your character include who/what are they protecting? Are they looking for something? Are they trying to bring peace to the land?

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Class Description

The Lord
Level Proficiency Bonus Bond Points Features
1st +2 1 Bonds of Friendship, Improved Strike
2nd +2 2 Charm
3rd +2 3 Promotion, Promotion Feature
4th +2 4 Ability Score Improvement
5th +3 5 Extra Attack
6th +3 6 Sol or Luna
7th +3 7 Promotion Feature
8th +3 8 Ability Score Improvement
9th +4 8 Brutal Critical (+1)
10th +4 10 Noble Ward
11th +4 11 Promotion Feature
12th +4 12 Ability Score Improvement
13th +5 13 Brutal Critical (+2)
14th +5 14 Aether
15th +5 15 Ignis
16th +5 16 Ability Score Improvement
17th +7 17 Brutal Critical (+3)
18th +7 18 Promotion Feature
19th +7 19 Ability Score Improvement
20th +7 20 Great Aether

Quick Build

You can make a Lord quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, depending on whether you want to focus on heavier weapons or light, finesse weapons. Your next-highest ability score should be Charisma. Second, choose the noble background.

Class Features

As a lord, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per lord level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per lord level after 1st.

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Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons, Martial weapons
  • Tools: Choose one type of artisan's tools or one musical instrument

  • Saving Throws: Dexterity, Wisdom
  • Skills: Choose two from Arcana, Animal Handling, History, Insight, Perception, Persuasion, Religion

Equipment

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

  • Any martial weapon
  • Any simple weapon
  • Leather Armor, a Rapier
  • (a) A diplomat's pack or (b) an explorer's pack

Starting Gold

Lords tend to be wealthier people, and as a result, start out with more money. You start out with 5d4 x 10 gp.

Bonds of Friendship

Starting from 1st level, the bonds you make give you strength, and help to improve your abilities. You have a number of bond points equal to your level in the Lord class, as shown on the Lord class table.

You can spend 1 bond points to grant advantage to one ally's attack roll, or add +1 to their AC as an reaction.

You regain all used bond points at the end of a long rest.

Improved Strike

Your friends give you the strength to make devastating blows to your enemies. When you hit another creature with a melee weapon attack, you can spend a maximum of bond points equal to your Charisma modifier to make an improved strike.

When making an Improved Strike, you can choose to spend these bond points between one of two effects: a +1 bonus to attack per bond point, or an extra d4 of damage per bond point. You can decide how many bond points go to each bonus. For example, you could spend 2 bond points, and gain a +2 bonus to your attack roll, a +1 bonus to your attack roll and 1d4 extra damage, or 2d4 extra damage.

The damage of the extra d4 is the same as the damage type of the weapon used.

Charm

At 2nd level, your charisma and grace affects allies within a 15-foot radius, granting them a +1 bonus to saving throws. You do not gain this effect.

At 18th level, this bonus becomes equal to your Charisma modifier. In addition, the range of the aura extends to 30 feet.

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Class Description/Features

Promotion

At 3rd level, you pick a type of warrior to take after: the Knight Lord, the Great Lord, the Blade Lord or the Dragon Lord, all detailed at the end of the class description. Your promotion grants you features at 3rd level and again at 7th, 11th and 18th level.

Ability Score Improvement

When you reach 4th, and again at 8th, 12th, 16th and 19th level, 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.

Extra Attack

Beginning at 5th level, you may attack twice instead of once when you take the Attack action on your turn. increases to three attacks at 11th level and at 4 attacks at 17th level

Sol or Luna

At 6th level, you choose one skill to take for yourself: the health-draining Sol, or the armor-piercing Luna.

Sol: Before making a weapon attack roll, you can spend 2 bond points to use Sol. Upon a successful hit, half the damage dealt (rounded down) is restored to you as HP.

Luna: Before making a weapon attack roll, you can spend 2 bond points to use Luna. For this attack, you can add your charisma modifier to your attack roll, and your attack ignores any resistances the target has.

Brutal Critical

Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

This increases to two additional dice at 13th level and three additional dice at 17th level.

Noble Ward

At 10th level, you become more alert concerning your friends, and can make an opportunity attack when an enemy enters into melee range of an adjacent ally (Taking in account your weapon's reach).

Aether

At 14th level, you obtain either Sol or Luna (whichever one you didn't get the first time around) and they combine into Aether.

Aether: Before making a weapon attack roll, you can spend 4 bond points to use Aether. You attack twice, the first with the properties of Sol and the second with the properties of Luna.

When you make an attack with Aether, you cannot make any other attacks on that turn with your attack action.

In addition, you may choose to use Sol or Luna individually. If you do this, you can make other attacks with your attack action.

Ignis

At 15th level, you learn how to use more of your abilities when attacking a foe. Before making a weapon attack roll, you can spend 3 bond points to activate Ignis. You then add your charisma modifier to your attack and damage rolls.

Great Aether

At 20th level, you obtain the pinnacle of noble ability: Great Aether.

Great Aether: At the beginning of your turn, you can spend 20 bond points to make an attack roll on any single enemy in a 10-foot cone in front of you. The enemy you choose, on a hit, takes damage as normal and if Large or smaller in size, is launched 20 feet into the air, or up to the ceiling of an enclosed space, whichever is smaller. You pursue them and do not grant any Attack of Opportunities because of this movement. You then make a number of attacks equal to 2 + your Charisma modifier.

At the conclusion of your turn, they are slammed back down to the ground, and must succeed a dexterity saving throw equal to 10 + your strength modifier + your proficiency bonus or take 4d6 damage and fall prone. If they succeed the save, they only take 2d6 damage and land standing. You land where you originally started. If this ability is used, you may not do anything else on the turn you used Great Aether on.

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Class Features/Promotion Features

Promotions

Lords are all very similar, yet very different in terms of personality, personal views and combat style. As lords become stronger, they try to find a combat style that fits their personal tastes. A lord's promotion is a reflection of these preferences. Lords can range from the mounted Knight Lord or the heavily armored Great Lord to quicker options like the Blade Lord or, in some rare cases, the Dragon Lord. Some Lords even take up magic, and become a Mage Lord.

Knight Lord

The Knight Lord is a mounted warrior who charges fiercely into battle, and fights with pride and honor.

Improved Proficiency

At 3rd level, you gain proficiency in Animal Handling. If you already have proficiency in Animal Handling, you double your proficiency bonus when using the skill. You also get proficiency with medium armor and shields.

Fighting Style

At 3rd level, you pick one of two fighting styles.

Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Protection: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Superior Control

At 7th level, you can cast find steed once, recharging after a short or long rest, and the ability to cast it on a preexisting steed to awaken it. You also gain advantage on all Dexterity saving throws to stay on a mount, and always land on your feet if you fall off.

Charge

At 11th level, you may roll an extra damage die (based on the weapon used) on a successful attack if you have moved 20 or more feet in a straight line on the same turn.

Authoritative Tone

At 18th level, you become a commanding and assertive figure on the battlefield. As a bonus action, you can spend 2 bond points to pick out an individual enemy. All allies have advantage on attacks made against the creature. In addition, the creature must make a wisdom saving throw with a DC of 8 + your charisma modifier + your proficiency bonus. On a failed save, that creature suffers disadvantage on any attack made on a creature other than you.

Great Lord

The Great Lord defends what they believe in, and has the massive armor and weaponry required to do so. These lords absorb damage like sponges, and deal devastating blows.

Improved Proficiency

At 3rd level, you gain proficiency with shields, medium armor and heavy armor.

Fighting Style

At 3rd level, you pick one of two fighting styles.

Defense: While you are wearing armor, you gain a +1 bonus to AC.

Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can re-roll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.

Guardian

At 7th level, you can cast shield twice on an ally as a reaction to them getting hit.

You regain all uses of this ability after a short or long rest.

Dual Strike

At 11th level, whenever an ally targets an enemy within melee range, you may make an attack with disadvantage as a reaction.

You may spend 2 bond points to take away disadvantage from your attack.

Awakening

At 18th level, when under 1/4 of your maximum health (rounded down) you gain a bonus to your AC, Dexterity saves, and attack rolls equal to your Charisma bonus (minimum 1).

Blade Lord

Blade Lords rely on speed and skill in fighting, dodging hits rather than taking them. As a result, they are much more nimble than other kinds of lords, and use that to make devastating strikes to their enemies.

Unarmored Defense

At 3rd level, you get a bonus to AC while unarmored and not using a shield. Your AC while unarmored now equals:

[10 + Dexterity + Charisma]

Fighting Style

At 3rd level, you pick one of two fighting styles.

Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.

Supreme Speed

At 7th level, you may cast mirror image once on yourself at will. This ability recharges after a short or long rest.

Your movement speed also increases by 10 when you are not wearing armor.

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More Promotion Features

Evasive

At 11th level, whenever you make a Dexterity saving throw for half damage from an effect, you take no damage upon succeeding, and half damage upon failing.

You may spend 3 bond points to make the damage one-fourth of its original power on a failed save.

Stunning Critical

At 18th level, your critical hits now have a chance to stun the target. On a critical hit, your target must succeed a constitution save equal to 8 + your charisma modifier + your proficiency bonus or be stunned until the end of their next turn.

Dragon Lord

At some time in your family's history, somebody mated with an ancient dragon or made a pact with a dragon. That dragon's power and magic now show in you, and allow you to use the power of the once mighty first dragons.

Dragon Ancestry

At 3rd level, you choose one type of dragon as your ancestor. The damage type associated with each dragon modifies abilities gained later on.

Dragon Ancestors
Dragon Damage Type Breath Weapon
Black Acid 5 by 30 ft. line (Dex. save)
Blue Lightning 5 by 30 ft. line (Dex. save)
Brass Fire 5 by 30 ft. line (Dex. save)
Bronze Lightning 5 by 30 ft. line (Dex. save)
Copper Acid 5 by 30 ft. line (Dex. save)
Gold Fire 15 ft. cone (Dex. save)
Green Poison 15 ft. cone (Con. save)
Red Fire 15 ft. cone (Dex. save)
Silver Cold 15 ft. cone (Con. save)
White Cold 15 ft. cone (Con. save)

Dragon Claws

At 3rd level, you can grow claws as a bonus action. These claws are counted as a light finesse melee weapon and deal 1d4 + strength modifier damage. At 9th level your claws deal 1d6 + strength modifier, and they are now considered magical. At 13th level these claws deal an extra 1d6 elemental damage based on your ancestor dragon.

Elemental Affinity

At 3rd level, your bloodline gives you damage resistance based on the damage type of your ancestor dragon. For example, having a Black dragon ancestor will give you resistance to acid damage.

Dragon Breath

At 7th level, you can use 5 bond points to exhale destructive energy. Your draconic ancestry determines the size, shape and damage type of the exhalation.

When you use your breath weapon, each creature in the area of the exhalation must make a saving throw. The DC for this saving throw equals 8 + your Charisma modifier + your proficiency bonus. A creature takes 3d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 4d6 at 11th level and 5d6 at 16th level.

Dragon Wings

At 11th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.

You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Draconic Hex

At 18th level, your enemies become cursed by your draconic aura. After an enemy attacks you, they subtract your charisma modifier from their AC, saving throws and attack rolls. This effect goes away after a full round of not fighting with you.

Mage Lord

You have decided to look towards magic as a means of helping others, and have learned many spells in preparation for your travels. While not as strong as other Lords, your command over magic is more than enough to get you through the day.

Spell List

At 3rd level, you choose one of the following class' Spell Lists to use for your spells known. Each list gives different powers at higher levels.

You can choose the Bard, Cleric, Druid, or Wizard spell list. This choice can not be changed at a later level.

Spellcasting

When you reach 3rd level, you gain the ability to cast spells to help allies or harm enemies. See chapter 10 of the Player's Handbook for general rules of spellcasting, and chapter 11 of the Player's Handbook for each class's spell list.

Cantrips. You learn two cantrips of your chosen spell list. You learn an additional cantrip from this list at 10th level.

Spell Slots. The Mage Lord Spellcasting table shows how many spell slots you have to cast your spells of 1st leveI and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. Vou regain all expended spell slots when you finish a long rest.

For example, if you know the 1st level spell shieId and have a 1st level and a 2nd level spell slot available, you can cast shieId using either slot.

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Even More Promotion Features

Mage Lord Spellcasting

-------------------------------------------------------------------------------Spell Slots per --------------------------------------------------------------------------------Spell Level

Mage Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 2 3 2 - - -
4th 2 4 3 - - -
5th 2 4 3 - - -
6th 2 4 3 - - -
7th 2 5 4 2 - -
8th 2 6 4 2 - -
9th 2 6 4 2 - -
10th 3 7 4 3 - -
11th 3 8 4 3 - -
12th 3 8 4 3 - -
13th 3 9 4 3 2 -
14th 3 10 4 3 2 -
15th 3 10 4 3 2 -
16th 3 11 4 3 3 -
17th 3 11 4 3 3 -
18th 3 11 4 3 3 -
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1

Spells Known of 1st-level and Higher. You know three 1st level spells of your choice from the spell list you picked.

The Spells Known column of the Mage Lord Spellcasting table shows when you learn more wizard spells of 1st levei ar higher. Each of these spells must be from the spell list of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th levei in this c1ass. you can learn one new spell of 1st or 2nd level.

Whenever you gain a level in this c1ass, you can replace one of the spells you know with another spell of your choice from the spell list of your initial choice. The new spell must be of a level for which you have spell slots.

Spellcasting Ability. Charisma is your spellcasting ability for your spells, since you learn your spells through your dedication and bonds to others. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Focus

You can channel your magical energy to be temporarily more potent. This causes enemies to have difficulty resisting its effects.

When you cast a spell, you may spend a number of bond points equal to the spell's level to raise the DC of it by one.

Magical Expertise

Your magical training begins to show signs of its origins in your style. You learn to adapt the teachings of your magic in new ways, and make new uses of it. You gain a new ability based off of the spell list you chose at 3rd level.

Bard. Whenever you make a performance check, you can spend a number of bond points less than or equal to your lord level. When these bond points are spent, you gain a bonus to that performance check equal to the amount of bond points spent.

Cleric. Your holy energy becomes more potent, and can repair even greater wounds. When you heal a creature, you can spend bond points equal to the spell's level and add that number of spent bond points as healed health for the target.

Druid.

Wizard.

Abundant Magic

You can spend bond points equal to a spell level and get a spell slot back for that level. You can only spend bond points in one day equal to half of your level on this feature.

Ultimate Magic

Level 18 ability

Multiclassing

Prerequisites

To take a level in the Lord class, your Charisma score must be equal to or greater than 13.

Proficiencies

When you gain your first level in the lord class when it isn't your starting class, you gain only some of the Lord's starting proficiencies. You gain Light armor, simple weapons, martial weapons and proficiency in one skill from the Lord class's skill list.

Class Features

When you gain a new level in the lord class, you get its features for that level. You don't, however receive the class's starting equipment, and a few features have additional rules when you're multiclassing: Bonds of Friendship, Brutal Critical.

Bonds of Friendship

You can manipulate the energy that other classes give you access to into bond points as a bonus action on your turn. There are a couple of different methods depending on what you are converting into bond points.

Converting Ki to Bond Points. You can expend one Ki point to gain one Bond Point.

Converting a Spell Slot to Bond Points. You can expend one spell slot and gain a number of bond points equal to the slot's level.

Brutal Critical

If you already have the Brutal Critical feature and gain it through this class, you do not gain any additional damage die for the ability.

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Multiclassing