Crownsguard V 1.4

Level Proficiency Bonus Magic Points Warp Features Cantrips Known 1st 2nd 3rd 4th 5th
1st +2 1 10/30 Magical Reservoir, Crystalline Armory
2nd +2 2 10/30 Spellcasting, Link Strike 2 2
3rd +2 3 20/60 Crownsguard Focus 2 3
4th +2 4 20/60 Ability Score Improvement 2 3
5th +3 5 30/90 Extra Attack 2 3 2
6th +3 6 30/90 Crownsguard Focus Feature 2 4 2
7th +3 7 40/120 Evasion 2 4 3
8th +3 8 40/120 Ability Score Improvement 2 4 3
9th +4 9 50/150 2 4 3 2
10th +4 10 50/150 Phasing, Crownsguard Focus Feature 3 4 3 2
11th +4 11 60/180 Royal Arms 3 4 3 3
12th +4 12 60/180 Ability Score Improvement 3 4 3 3
13th +5 13 70/210 3 4 3 3 1
14th +5 14 70/210 Crownsguard Focus Feature 4 4 3 3 1
15th +5 15 80/240 Power of the Crystal 4 4 3 3 2
16th +5 16 80/240 Ability Score Improvement 4 4 3 3 2
17th +6 17 90/270 4 4 3 3 2 1
18th +6 18 90/270 Crownsguard Focus Feature, Phasing Improvement 4 4 3 3 3 1
19th +6 19 100/300 Ability Score Improvement 4 4 3 3 3 2
20th +6 20 100/300 Ascension 4 4 3 3 3 2

Crownsguard

Sprinting nonstop through the forest, each member of your group emerge from the tree line to see the upcoming battle ahead. Monsters and demonic beasts of various sizes lie before you. Beyond what was expected of a simple mortal could handle.

But... if you didn't fight, all would be lost. And you couldn't let that happen. Reaching a hand out, a weapon materialized out of the void. With a full body swing, the weapon is launched toward the first monster. Weapon digging deep into the head, you disappear from your spot and reappear pulling the weapon upward.

The battle has begun.

Masters of teamwork


The military force of the crown city of Insomnia. It is a royal guard tasked with the protection of the royal family of Lucis, the citadel, and the citizens.
They are elite soldiers gifted with the power of the crystal and the king made up of the citizens of Lucis from Insomnia and the surrounding cities.

Members of the crownsguard excel at teamwork, creating opportunities for others and supporting their strengths. A few members is all that is needed to make up a unit.

Light in the darkness

When darkness fell upon the world, members of the crownsguard gathered together to work against the long night. After the fall of Insomnia, the glaives gathered components to bring artificial light to the people, until the King of Light came to pass. The crownsguard will fight for a brighter tomorrow.

Creating a Crownsguard

When creating a Crownsguard, consider what you are protecting. Consider where you are getting your power from and how you are connected to the source. It may be from your innate powers, or your loyalty to royalty or a higher calling. It may be provided by a god or crystal. Wherever it comes from, you hope to use it to help those around you, as you fight for or against your destiny.

Quick Build

You can make a crownsguard quickly by following these suggestions. First, make Charisma your highest ability score, followed by Dexterity. Second, choose the Noble Background.

Class Features

Hit Points

Hit Dice: 1d8 per crownsguard level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per crownsguard level after 1st

Proficiencies

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons, firearms
Tools: Choose one from Land, Sea, and Air Vehicles
Saving Throws: Dexterity, Charisma
Skills: Choose two from Acrobatics, Animal Handling, Athletics, Investigation, Perception, Persuasion, and Stealth

Equipment

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

  • (a) one martial weapon or (b) 2 simple weapons
  • (a) a handcrossbow and 20 bolts or (b) a shield
  • (a) chain shirt or (b) studded leather armor
  • Explorer's pack and a component pouch

    Alternatively, you can ignore the equipment from your class and background, and start with 4d4 x 10 gp.

Magical Reservoir

You have a reservoir of innate magical power within yourself like a magical reservoir. This reservoir is represented by Magic Points or MP, which allow you to create a variety of effects. If an option requires a saving throw, your Crownsguard save DC is calculated as follows:

Crownsguard Save DC = 8 + your proficiency bonus + you charisma modifier

Magic Points

You have 1 magic point, and you gain one additional point every time you level up in this class. You can never have more MP than shown on the table for your level.

When you finish a short rest, you regain MP equal to your proficiency modifier.

You regain all spent MP when you finish a long rest.


Magic Recovery

As a bonus action, you may expend a spell slot to gain MP equal to that spell's level.

Warp

Once per turn, you can use a bonus action for teleport to an unoccupied space you can see within 5 feet of a weapon you have just thrown or a gear you can see. If you spend 1 MP, you are holding the weapon instead of make it fall, ready to use it.

You can bring along objects or willing creatures of your size or smaller as long as their weight doesn't exceed what you can carry.

Enhance

You can spend 1 MP as a bonus action for take the Dash action and your jump distance is doubled for the turn, or use a bonus action to interact with an object or use an item that takes an action.

Crystal Armory

A crownsguard can manifest items from their armory. Over the course of 1 hour, you can bond a weapon or shield as Gear to you. You can dismiss Gear at will, using a bonus action, shunting it into an extradimensional space. You can summon it to your hand as a bonus action. You can bond up to a number of Gear equal to half your charisma modifier (Minimum 1). If you spend 1 MP, you can summon a Gear as a reaction. Each Gear must be a different type of item or a Magic item.

You may throw any weapon in your possession as if it has the thrown property. The Crownsguard table shows how far you can throw your weapon. Weapons with the light or thrown property doubles the throw range, and weapons with the heavy property have half the throw range.

All Gear without two-handed or heavy may use your dexterity modifier for the attack and damage rolls. You can't use versatile this way unless you have at least 16 strength.

Two weapons with the light attribute may be treated as 1 Gear.

You may store other items in the Crystal Armory up to your (Crownsguard level + Charisma modifier) * 20.

Spellcasting

By the time you reach 2nd level, the Magical Reservoir has gifted you with natural magical talent.

Cantrips

You know two cantrips of your choice at this level and you learn additional cantrips at later levels as shown in the cantrips column on the crownsguard spellcasting table.

Preparing and Casting Spells

The Crownsguard table shows how many spell slots you have to cast your Crownsguard spells. To cast one of your Crownsguard spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.


You prepare the list of Crownsguard spells that are available for you to cast, choosing from the Crownsguard spell list. When you do so, choose a number of Crownsguard spells equal to your Charisma modifier + half your Crownsguard level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.


For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd-level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.


You can change your list of prepared spells when you finish a long rest. Preparing a new list of Crownsguard spells requires time spent in meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your Crownsguard spells.

Spellcasting Ability

As a Crownsguard your spellcasting ability is Charisma as you must draw on the arcane power from around you to cast magic. You use your Charisma whenever a spell refers to your spellcasting ability. In addition you use your Charisma when setting the saving throw DC for a Crownsguard spell you cast or when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus + you charisma modifier

Spell Attack Modifier = your proficiency bonus + your charisma modifier

Ritual Casting

You can cast a crownsguard spell as a ritual if that spell has the ritual tag and you have the spell prepared.


At 2nd level, you have learned to work in sync with your allies. Once per turn, if you attack a target with advantage, friendly creatures may use their reaction to make a weapon attack or cast a cantrip against that target.

If a melee attack misses you, you may use your reaction to make 1 weapon attack against that attacker. If you spend 1 MP, you may use your reaction to cast a cantrip instead. if a it's a Natural 1, you can make the attack with advantage or the target have disadvantage on the saving throw.

Crownsguard Focus

At 3rd level, you choose a focus that allows you to specialize your skills. You gain abilities based on that focus and gain more at 6th, 10th, 14th, and 18th level.

Ability Score Improvement

When you reach 4th level, 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 score of your choice by 1. As normal you can't increase an ability score above 20 using this feature.

Cantrip Versatility

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the crownsguard spell list.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Evasion

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or a Fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Phasing

Starting at 10th level, you gain the ability to phase through danger. whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.

At 18th level, the range of this aura increases to 30 feet.

This does not stack with similar abilities.

Royal Arms

At level 11, you imbue all Crystal Armory weapons with the king's power. All non-magical gear in the Crystal Armory are considered magical, gaining a +1 bonus.

Power of the Crystal

Starting at 15th level, the powers of Lucii shine through the darkness.

Whenever you're affected by spells like Dispel Magic or enter in an Antimagic Field for the first time, as a reacion you can make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell has no effect on you.

if you start your turn in an Antimagic Field and you aren't effected by the spell, you must redo the ability check, on a failure you're affected and on a success it has no effect until the start of your next turn.

Ascension

When you reach 20th level you have come to accept your powers to bring about hope. Your masterful movements and tactics complement your party in every way and your spirit boosts the morale of your team tenfold. Your current Charisma score and maximum score increases by 4.

As a bonus action, you ascend to unleashing the powers of the crystal. You gain resistance to bludgeoning, piercing, slashing, fire, cold, lightning, radiant and necrotic damage for 1 minute. While you're under Ascension, when you're about to drop to 0, you can end Ascension earlier for drop at 1 Hit Point instead.

Once you use this feature, you can't use it again until you finish a long rest.

Shield of the King

Shields of the king follow through on their namesake. Regardless of how they feel about their king, they hold them to a high standard to ensure that they are the best. This usually ends up with them being brutally honest and blunt. They will not hesitate to rush to the defense of their allies.

The Tall's Talisman

When you choose this archetype at 3rd level, you gain proficiency in the Survival and your proficiency bonus is doubled for this skill. Choose another skill if you have this skill.

You gain proficiency with Heavy Armor.

You ignore all class, race, spell, and level requirements on attuning to weapons or shields.

Glaive Arts

Starting at 3rd level, you learn to use powerful techniques. You start with two techniques, one from the list below and one being:


Earthshatter: With a powerful thrust into the ground, you disrupt an enemy in your way. When you hit a creature with a melee weapon attack, you can spend 1 MP to deal an additional 1d6 piercing damage and they must make a Strength saving throw against your Spellcasting DC. On a failed save, the creature is knocked prone and the ground in a 5-foot-diameter becomes difficult terrain until cleared.


Only one Technique may be used per turn.


You learn two additional techniques at 6th, 10th, and 14th level from the list below.

Teamwork Tactics

Starting at 6th level, you learn 2 teamwork tactic from the list below. You learn one additional teamwork tactic at 10th, 14th, and 18th level.


Reflex: As a trained bodyguard, you are always ready to react to enemies. As a bonus action, you may enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach. After an enemy in range of you attacks you, you may spend 1 MP to use your reaction to make an immediate attack against them with advantage.


Engage: You are not afraid to get up close. At the beginning of the first round where you are not surprised, you can use your bonus action for spend 1 MP to move up to your movement speed and make 1 attack. This movement doesn't cause any attack of opportunities


Intercept: You will always protect your friends. If an ally within 15 feet of you is attacked or is a target of an effect requiring a saving throw, you can use your reaction and spend 1 MP to move next to that target and redirect that attack or effect to you. You change your active gear to a shield. If you are not holding a gear, you may store or drop what you are holding. If you are subjected to any damage, the damage dealt is reduced by your Crownsguard level + your Constitution modifier .


Antagonize: You know the proper way to anger someone with a simple kick. As a bonus action, spend 1 MP to make an unarmed attack against one creature with proficiency. On a hit the target must make a Charisma saving throw against your Spellcasting DC. On a failed save, the target has disadvantage on all attack rolls against targets other than you for 1 minute. They may repeat the saving throw at the end of their turn.


Acute Antagonism: With a quick quip, you know how to provide your allies with an opportunity. When you successfully use Antagonize, friendly creatures have advantage on attack rolls against the target until the end of your next turn. You must know Antagonize in order to pick this tactic.

Sworn Shield

At 10th level, your massive strength and sturdy build makes you more durable. Your hit point maximum increases by an amount equal to twice your level. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.

Limit Break - Maelstrom

Starting at 14th level, you can go beyond your limits.

Maelstrom: Through harsh training, you can perfectly link your own attacks. As a bonus action, you may spend 5 MP to activate Maelstrom, which lasts for 1 minute or until unconscious.

  • You may wield two-handed Gear with 1 hand, and you can use two-weapon fighting even when the weapons you are wielding aren't light. For the purposes of damage, weapons with the versatile property gain their alternative damage when used with one-hand.
  • Your melee weapon attacks deal an extra 2d6 force damage.
  • Your last strike impacts everyone forcefully. You may end this effect to have all creatures in 10 ft, centered on the target you hit during this turn. Each creature of your choice in the range must make a Constitution saving throw against your Spellcasting DC. On a fail, they are stunned and prone until the beginning of your next turn.

    This counts as using a technique.

Brotherhood

At level 18, you are an inspiration to all allies. As a bonus action you can expend 1 MP for make you and your allies within 30 feet that can see you can gain bonus temporary hit points equal to your crownsguard level + your Charisma modifier.

Hand of the King

The hand of the king acts as an adviser and caretaker for the royal family and is one of the most important members of the crownsguard. They are usually the brains of the team.

The Wanderer's Talisman

When you choose this archetype at 3rd level, you gain proficiency in the investigation skill and your proficiency bonus is doubled for this skill. Choose another skill if you have this skill.

All gear with the reach property gain the finesse property but lose the heavy property.

For the purposes of attunement, you count as a warlock.

Tactical Arts

Starting at 3rd level, you learn to use powerful techniques. You start with two techniques, one from the list below and one being:
Enhancement: As a bonus action, spend 1 MP to change yours or an ally's weapon's damage type to Fire, Lightning, or Cold to up to 1 minute and you maintain concentration. If the target is dual wielding, it changes both and they must be the same element. If you change your weapon's damage type, you gain a bonus depending on the type:

  • Fire - You attack with fiery speed. When you make a bonus action melee attack, you make 2 attacks instead of 1.
  • Cold - You unleash a cold wave from your weapons. Once per turn, after you hit a creature with a melee attack, each hostile creature within a 5 foot radius of the target must succeed on a Constitution saving throw or take 2d6 cold damage.
  • Lightning - When you attack, you dash through your opponent. You may use your action for move through hostile creatures without provoking attacks of opportunity. Creatures you move through must succeed on a Dexterity saving throw or take 2d6 lightning damage.


Only one Technique may be used per turn.


You learn two additional techniques at 6th, 10th, and 14th level from the list below.

Teamwork Tactics

Starting at 6th level, you learn 2 teamwork tactics from the list below. You learn one additional teamwork tactic at 10th, 14th, and 18th level.
Analyze: As an action, spend 1 MP to make an investigation roll against the target's Charisma save. If successful, the DM tells you one of the following characteristic and for every 5 you surpass your target's roll, learn an additional characteristic:

  • One ability score
  • Armor Class
  • Current hit points
  • Total class levels (if any)
  • Damage Immunity
  • Condition Immunity
  • Resistance
  • Vulnerability


Lancet: When a creature misses you with a melee attack, you can use your reaction and spend 1 MP to make a melee attack against the creature. If you hit, you regain hit points equal to half the damage dealt. You must be wielding a glaive, halberd, quarterstaff or spear.


Regenerate: As a bonus action, you can expend 1 MP a healing elixir in a simple vial appears in your hand and you may immediately use it on yourself or an ally. The user regains 1d6 + your Charisma Modifier hit points for each MP spent.


Venom Fang: As a bonus action, spend 1 MP then for one minute, when you hit a target with a melee weapon attack, that target must succeed on a Constitution saving throw against your Spellcasting DC or be Poisoned for one minute. The creature may repeat the save at the end of their turns.


Virulent Venom: When you hit a poisoned creature, you deal an additional 1d6 poison damage.

Quick Recipe

You learn to make a little something in the heat of the moment, to everyone's benefit. Starting at 10th level, as an action, designate one other willing creature of your choice to gain advantage on all concentration saves on spells for 10 minutes. You can use this effect a number of times equal to your proficiency modifier per long rest.

Limit Break - Sagefire

Starting at 14th level, you can go beyond your limits.

Sagefire: Focusing all your magical abilities, you channel them into your weapons. As an bonus action, spend 5 MP to gain the following effects for 1 minute or until unconscious:

  • Your weapons deal an additional 1d8 damage of a type of your choosing from fire, cold, lightning, poison or thunder.
  • As a bonus action, you may end this affect to have each creature within 30 feet of you to make a Dexterity (fire, lightning) or Constitution (cold, poison, thunder) saving throw against your Spellcasting DC. A target takes 10d6 damage of the same type on a failed save, or half as much damage on a successful one.


This counts as using a technique.

That's it! I've come up with a new recipe!

Starting at level 18, you may use your reaction to double the duration of a spell that someone cast within 60 feet of you. You can use this effect a number of times equal to your proficiency modifier per long rest.

Officer of the Crownsguard

"My whole life, all I ever wanted was friends. But no one ever wanted me back. So when I finally found people who did want me, I did everything I could to make them stay. And ever since then, I've lived my life in fear: That one day, they'd find out who I really was...and they wouldn't want me anymore." - Prompto Argentum

The main mission of Crownsguard officers is to protect the royal family. However, very commonly, the members of the crownsguard are long time friends of the royal family. They are not afraid to banter with them, and work their various skills to help them out. No matter where they come from.

The Clever's Talisman

When you choose this archetype at 3rd level, you gain proficiency in the deception skill and your proficiency bonus is doubled for any ability check you make that uses this proficiency. Choose another skill if you have this skill.

You ignore the loading and reloading property of ranged weapons.

Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.

For the purposes of attunement, you count as a Bard.

Bullet Arts

Starting at 3rd level, you learn to use powerful techniques. You start with two techniques, one from the list below and one being:

Crackshot: As a bonus action you can spend 1 MP, until the beginning of your next turn, when you have advantage on an attack roll, you can reroll one of the dice once.

Only one Technique may be used per turn.

You learn two additional techniques at 6th, 10th, and 14th level from the list below.

Teamwork

Starting at 6th level, you learn 2 teamwork tactic from the list below. You learn one additional teamwork tactic at 10th, 14th, and 18th level.

First Shot: Shoot first, think never. When rolling for initiative, you may spend 1 MP to gain advantage on that initiative.

Scintilla: When a creature misses you with an attack, you can use your reaction you can spend 2 MP to move up to 10 feet without provoking opportunity attacks and make an attack against the creature if they are in your weapon range. If you hit, the target must succeed on a Constitution saving throw against your Spellcasting DC or be stunned until the end of your next turn.

Ballistic: It's hard to dodge an explosion. When you make an attack with a ranged weapon, as a bonus action you can spend 2 MP to deal an additional 1d8 fire damage.

Shock Drop: As a bonus action, you can spend 1 MP for add 1d6 lightning damage to all your ranged attacks for one minute.

Snapshot

You have a natural talent at creating a friendly and fun environment making it easier for everyone to get along, showoff, and be energetic.

Starting at 10th level, as an action, you create an aura that allows other allies within 30 feet of you may to add a d4 to an attack roll, ability check, or saving throw once per turn, Snapshot last for 1 minute. You can use this feature a number of times equal to your proficiency modifier per long rest.

Limit Break - Trigger Happy

Starting at 14th level, you can go beyond your limits.

As an bonus action, you may spend 5 MP to gain the following effect for 1 minute. After you take the attack action with a ranged weapon, as a bonus action, you may make an additional weapon attack to make each creature of your choice, in a 20 foot-radius from you, must make a Dexterity saving throw against your Spellcasting DC. A target takes 3d6 fire damage and 3d6 force damage on a failed save, or half as much damage on a successful one.

This counts as using a technique.

This ends early if you are unconscious.

Last Photo

Even in the darkest of times, you may bring peace to your friends. Starting at 18th level, after a rest, you may provide to another friendly creature a token full of memories (i.e. picture). That friendly creature may touch that token as a bonus action to take an additional action on their turn or to gain an additional reaction. A creature may only benefit from this effect once per long rest.

The maximum number of tokens you may have at one time is equal to your charisma modifier.

Kingsglaive

The Kingsglaive is an elite group of soldiers that defends the Lucis kingdom. While not exactly crownsguard, they were an essential part of the Lucian army and took over the roles of the crownsguard after the majority of them perished. King Regis lends his powers to the Glaives who in turn are sworn to serve the crown. Later, they protected the island of Angelgard as they awaited the Chosen King. They are blessed with the ability to use the magic of the royal family. The Kings' of Lucis magical powers enable them to teleport, cast elemental spells, and gain unique abilities. The Glaives fight to preserve hope for the future even in a losing battle.

Elite Versatility

Kingsglaive are trained to be versatile in any situation. At 3rd level, you gain proficiency with two skills of your choice. When you cast a spell, you can add your Charisma modifier to one damage roll of that spell.

Fighting for your home

Often, members of the kingsguard are fighting to defend their home. You gain this feature at 3rd level. Choose one "home," and gain its effects.


Galahd: You can draw a weapon that has the light property as part of the attack you make with the weapon. In addition, all light weapons with the thrown property gain a +1 bonus to hit and to the damage roll.


This bonus increases to +2 when you reach 10th level in this class.


Insomnia: When you use an ability or spell requiring a saving throw, you may spend 3 Magic Points to give one target disadvantage on its first saving throw made against the spell.


Lestallum: Choose 1 skill or tool you have proficiency with. Your proficiency bonus is doubled for any ability check you make that uses this proficiency. You may change this skill after a long rest.


Altissia: When you finish a short or long rest, you gain temporary hit points equal to your level + your Charisma modifier.


Tenebrae: When you cast a spell that has a casting time of 1 action, you can spend 2 MP to change the casting time to 1 bonus action for this casting.


Gralea: The first time you take damage in a round, reduce the damage you take by 1d10 + your proficiency bonus (minimum of 1).

Royal Sigil

Starting at 3rd level, you gain six Sigils to equip from the Royal Sigil list detailed below. You may only equip one Sigil at a time. You may change which sigil is equipped after a short or long rest.

Natural Magical Talent

When you reach 6th level, you have practiced enough with the king's power to know what you are specialized in. Choose a specialization below:


Warp: When you use Warp, you have advantage on your next attack. You may use Warp more than once per turn.


Spellcasting: When you cast a spell at a higher level, you may spend an additional MP to cast at a higher level up to 9th level (A 6th level Fireball uses a 3rd level spell slot and 3 MP or a 5th level spell slot and 1 MP). You cannot spend more MP than your proficiency modifier. You may only use this ability twice per short rest or long rest.


Link Strike: You have perfected teamwork and gotten your timing perfectly. When an ally makes an attack against a creature in your weapon attack range, you may use your reaction to make an attack with advantage.

Deploy

Kingsglaive are extremely efficient in fielding operations, positioning, and accomplishing tasks.

Starting at 10th level, your speed increases by 10 feet. Choose a number of friendly creatures up to your Charisma Modifier. Their speed increases by 10 feet. If they start their turn within 10 feet of you, the bonus changes to 20 feet. If you start your turn within 10 feet of an affected ally, your speed bonus is 20 feet instead. You may change targeted allies after a short rest.

Guard of the Future

"My life is nothing. Giving the future to those who want to see it…is everything." - Nyx Ulric

Beginning at 14th level, you gain resistance to bludgeoning, piercing, and slashing damage from non-magical weapons.

For Hearth and Home

Starting at 18th level, Kingsglaive are not afraid to fight until the bitter end. You gain the following benefits:

  • Advantage on death saving throws.
  • On your turn, you can use a bonus action to regain hit points equal to twice your Crownsguard level. Once you use this feature, you can't use it again until you finish a short or long rest.
  • On your turn, you can use a bonus action to end one disease or condition afflicting you: blinded, charmed, deafened, frightened, paralyzed, or poisoned. You can use this feature a number of times equal to your Charisma Modifier per long rest.

Chosen of the Lucii

"Fools set the rules in this world. Just take a look around. It's undeniable." - Noctis Lucis Caelum

The chosen of the Lucii make up the royalty of the Lucis family. They are blessed with incredible magical powers and are stated to be the only ones able to use the magic of the crystals.

It is foretold that one of the kings of Lucii will be the King of Light, who would give his life to rid the world of the starscourge.

The Founder King's Sigil

When you choose this archetype at 3rd level, you gain proficiency in the Arcana and Persuasion skills if you don't already have it, else choose other skills if you have these. Choose of one of these two skills and double your proficiency bonus for any ability check you make with it.


The number of Gear you can bond with is now equal to half your crownsguard level + Charisma modifier (minimum 1).


For the purposes of attunement, you count as a sorcerer or wizard.

Legacy of the Lucii

The immense magic of the Lucii fills you with unmatched power. At 3rd level, your spellcasting table is now a full spellcaster table as shown in the Legacy of the Lucii Spellcasting table.



Legacy of the Lucii Spellcasting
Level Cantrips 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
3rd 4 4 2
4th 5 4 3
5th 5 4 3 2
6th 5 4 3 3
7th 5 4 3 3 1
8th 5 4 3 3 2
9th 5 4 3 3 3 1
10th 6 4 3 3 3 2
11th 6 4 3 3 3 2 1
12th 6 4 3 3 3 2 1
13th 6 4 3 3 3 2 1 1
14th 6 4 3 3 3 2 1 1
15th 6 4 3 3 3 2 1 1 1
16th 6 4 3 3 3 2 1 1 1
17th 6 4 3 3 3 2 1 1 1 1
18th 6 4 3 3 3 3 1 1 1 1
19th 6 4 3 3 3 3 2 1 1 1
20th 6 4 3 3 3 3 2 2 1 1


Natural Magic

At 3rd level, choose one of the following spells: Detect Magic, Jump, Mage Armor. You always know this spell and it doesn't count towards your list of known spells. It may be cast without expending a spell slot or material components and has no duration.

Starting at 3rd level, you learn additional spells when you reach certain levels in this class as shown in the Natural Magic spells table. These spells count as crownsguard spells for you, but they don't count against the number of crownsguard spells you know.

Level Spells
3rd Find Familiar
3rd Enhance Ability
5th Dispel Magic
7th Dimension Door
9th Wall of Force

Armiger

"The power of kings, passed from the old to the new through the bonding of souls." - Cor Leonis

Starting at 6th level, You can attune to up to four magic items at once.

As a bonus action, you may spend 5 MP to activate Armiger, which lasts for 1 minute. All of your gear float around you, protecting you. For the purpose of abilities of gear, you are considered wielding the gear surrounding you.

You gain the following abilities while Armiger is activated:

  • Once per turn, you may use warp without expending MP.
  • Once per turn, you may change which gear you are using without using your bonus action.
  • You gain a bonus to your AC equal to your Charisma modifier (minimum of +1).
  • You gain a bonus to melee weapon damage rolls equal to your proficiency modifier.
  • Gear with the heavy property lose the heavy property.
  • While Armiger is activated, you can use Armiger techniques chosen from the list below. You learn 1 Armiger technique when you reach level 6, 10, 14, and 18 in this class. Only 1 technique may be used per turn.

    You may make a throw attack with any floating gear, but you may only hold 1 gear. Thrown gear you did not warp to vanish and reappear around you at the end of your turn.

    When Armiger ends, all the gear return to your crystal armory.

    This ends early if you are unconscious.

Chosen King of Light

The legends of the King of Light give people hope and inspires them to work for the greater good pushing away any doubts or fears. Starting at 10th level, you may use your reaction for give to your allies within 30 feet of you have advantage on all Intelligence, Wisdom, and Charisma saving throws until the start of your turn.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Armiger Unleashed

Starting at 14th level, your powers have grown to augment your abilities, showing your mastery over them. While Armiger is active, you can use your Charisma modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.

Choose 1 Armiger Unleashed Technique to learn from the list below.

Your Armiger increase in strength. While affected by Armiger Unleashed, you gain the following additional effects:

  • You gain a flying speed equal to your walking speed.
  • Your gear deal an extra 1d8 damage of a type based on your chosen Armiger Unleashed Technique.
  • You may use an Armiger Unleashed technique, but Armiger ends afterwards.

Power of Kings

At level 18, you have readied yourself to take on the power of the Lucii. Magic is your lineage and you will control your destiny. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

Armiger Techniques

The following are Armiger abilities that the Chosen of the Lucii can choose.


Royal Cleave: You charge your held gear with Magic Light. at the start of your turn, you can spend 1 MP to make the weapon used become magical and deals an extra 1d8 radiant damage, until the beginning of your next turn, when you make a melee weapon attack, a creature hit must make a Strength saving throw agaisnt your Spellcasting DC. On a failed save, the creature is knocked prone.


Apocalypsis: As an bonus action, spend 3 MP to charge your gear with magic before firing them at your enemies as a projectile. Each gear homes in on your target allowing them to hit a creature of your choice that you can see within your gear throw range. While Armiger is active, you may replace any attack this turn with a Gear projectile. You use your Spell Attack Bonus for the attack roll and Gear used this way deal 2d6 + your Charisma modifier force damage to its target.


Dynastic Stance: You can spend 3 MP to gain an additional action while Armiger is active. That action can only be used to take the Attack action. You can only use it once per round and only during your turn.


Majestic Wall: Your Armiger spreads out to protect your allies. As a reaction, you can spend 3 MP for lose your Armiger AC bonus to choose a number of willing creatures equal to your proficiency bonus. They gain temporary hit points equal to half your crownsguard level + Charisma modifier. If they have less than half health, they heal instead. Until Armiger ends, they gain half the Armiger AC bonus (rounded down) and have resistance to all damage until the beginning of your next turn.


Flame of Lucii: As an action, spend 6 MP to choose a point within 120 feet. Each creature of your choice in a 15-foot-radius sphere centered on that point must make a Dexterity saving throw against your Spellcasting DC. A target takes 5d6 fire damage and 5d6 radiant damage on a failed save, or half as much damage on a successful one. Any target damaged by this cannot be healed or gain temporary hp until the start of their turn. The target is disintegrated if this damage leaves it with 0 hit points as if by a disintegrate spell.


Shadowstep: As an bonus action, spend 3 MP to become incorporeal as void mist, you may freely move anywhere in any direction up to 60 feet, and attack rolls have disadvantage against you. You may also move through creatures and objects but you take 4d6 force damage if you materialize inside a creature or object. At the end of your turn or any time during your turn you take an action to interact with another object, cast a spell, or deal damage, you materialize.


Psychic Tornado: As an action, spend 6 MP to choose a point within 120 feet. Each creature of your choice in a 15-foot-radius sphere centered on that point must make a Dexterity saving throw agaisnt your Spellcasting DC. A target takes 5d6 magical slashing damage and 5d6 psychic damage on a failed save, or half as much damage on a successful one. Afterwards, all affected targets have disadvantage against a spell you cast during your next turn.

Armiger Unleashed Techniques

The following are Armiger Unleashed Techniques that the Chosen of the Lucii can choose.


Legacy of the Lucii: Your bonus damage is radiant. You can spend 10 MP as an action, choose one point that you can see in 120 feet. any creature of your choice in a 40-foot-radius sphere must make a Dexterity saving throw against your Spellcasting DC. A creature takes 10d6 magical slashing damage and 10d6 radiant damage on a failed save and is blinded until the end of their next turn, or half as much damage and isn't blinded on a successful one.


The King's Armiger: Your bonus damage is force. You can spend 10 MP as an action, choose one point that you can see in 120 feet. All creature of your choice in a 40-foot-radius sphere must make a Constitution saving throw against your Spellcasting DC. A creature takes 10d6 magical bludgeoning damage and 10d6 force damage on a failed save, or half as much damage on a successful one. Afterwards, any creature of your choice that you can see in 60 feet gain resistance to all damage until the end of your next turn and recover both HP and gain temporary HP equal to your crownsguard level + Charisma modifier.


Royal Retribution: Your bonus damage is psychic. You can spend 10 MP as an action, choose one point that you can see in 120 feet. All creature of your choice in a 40-foot-radius sphere must make a Constitution saving throw against your Spellcasting DC. A creature takes 10d6 magical piercing damage and 10d6 psychic damage on a failed save and is stunned until the end of their next turn, or half as much damage and isn't stunned on a successful one.

Technique

The following are the available techniques.


Razor Edge: You know the rule of spin to win. As an action, you may spend 1 MP to make an attack roll that applies to each hostile creature in your weapon's reach.


Tempest: With unstoppable power, you clear the enemies around you. As an action, you may spend 2 MP to make two attack rolls with advantage that applies to each hostile creature in your weapon's reach. These attacks deal an extra 1d8 damage.

This may only be used with a heavy melee weapon.

You must know Razor Edge before picking this technique.


Impulse: With a powerful swing, you swing in front of you with intense ferocity striking everyone ahead of you. As a bonus action, you may spend 3 MP. Your next melee attack now target in a 15 foot cone in front of you with advantage. Targets that are hit take an additional 3d6 force damage.

This may only be used with a heavy melee weapon.

You must know Tempest before picking this technique.


Dawnhammer: You jump and strike with such force that you stun your target. When you hit another creature with a melee weapon attack, you can spend 2 MP. The target must succeed on a Constitution saving throw or takes an extra 1d8 damage and be stunned until the end of your next turn.

This may only be used with a heavy melee weapon.


Cyclone: Cyclone causes you to slam the ground with a shield, delivering an area-of-effect shockwave. As an action, spend 2 MP to cast Thunderwave at 2nd level. You may choose a number of allies up to your charisma modifier to be immune to these effects. You may upcast this spell for an additional MP per spell level.

You must be wielding a shield.


Royal Guard: Taking your shield out, you slam it into the ground as an aura generates around you. As an action, spend 2 MP. Healing energy radiates from you in an aura with a 15-foot radius for 1 minute. While you have this aura, you can use a bonus action to cause one creature in the aura to regain hit points equal to 1d6 + your spellcasting ability modifier.

When a creature you can see attacks a target other than you that is within the aura, you can use your reaction to impose disadvantage on the attack roll.

You must be wielding a shield and you cannot use another technique while this is active.

You must know Cyclone before picking this technique.


Mark: As an action, spend 1 MP. You create magic daggers up to your proficiency modifier and you may throw them as part of the same action, each dagger deal 1d4 + your Charisma modifier psychic damage. Allies may use their reaction to make one weapon attack on one of the targets.


Total Clarity: You have cleared your mind, improving your Enhancement ability. You may spend 3 MP to trigger one of the following effects depending on what enhancement is on your weapon. After using this effect, the enhancement effect ends immediately.

  • Flamebound - When you take the attack action, you may make an additional attack. This applies only once per turn.

  • Frostbound - One attack you make deals additional damage. Each hostile creature in a 10-foot-radius sphere centered around the target must make a Constitution saving throw. A target takes 4d6 cold damage on a failed save, or half as much damage on a successful one.

  • Stormbound - All creatures who have taken lightning damage from you this turn must make a Dexterity saving throw. A target takes 3d8 lightning damage on a failed save, or half as much damage on a successful one.

    You must know Enhancement to learn this technique.


Regroup: Positioning is one of the most important rules to warfare. As a bonus action, you can spend 2 MP. When you do so, choose a number of creatures you can see and that can see you within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one). Each of them gains hit points equal to your spellcasting modifier (minimum one). When a creature gains these hit points, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks.


High Jump: It's important to have the high ground. When you take the attack action, you may spend 2 MP. You suddenly leap high into the air and strike down at a location within 30 feet. This replaces one attack. This attack applies to each hostile creature within 10 feet of the landing point and deals an additional 1d8 force damage. Each creature hit must make a strength saving throw. On a fail, they are pushed back 10 feet.
You must be wielding a glaive, halberd, quarterstaff or spear.


Overwhelm: Concentrating on a single target can help eliminate threats immediately. As a bonus action, designate one target and spend 3 MP. Until the start of your next turn, that target takes additional damage equal to your Proficiency Modifier + Charisma Modifier (Minimum of one) when taking damage from attacks or spells. You must maintain concentrattion on this effect like concentrating on a spell.


Overclock: By pouring more magic into them, you strengthen the elemental damage of weapons. As a bonus action, spend 3 MP. All of your elemental weapon damage increases by 1d8 until the start of your next turn.

Libra Elementia: Precise control helps to provide you with the tool you need in any situation. When casting a spell, you may spend 1 MP to change the damage type to any other damage type.


Piercer: Your ranged weapon can pierce through enemies. As a bonus action, spend 2 MP. Your next ranged attack damages all targets in a 30 foot long and 5 foot wide line and deals an additional 1d8 thunder damage. This attack is made with advantage.

You must be wielding a ranged weapon.


Starshell: The light reveals the shadows! As an action, spend 2 MP. Designate one location in range of your current weapon. You fire an ammunition that explodes, covering everything within a 20 foot radius is revealed by bright light and must make a dexterity saving throw. On a failed save, the creatures are blinded and the affected creature or object can't benefit from being Invisible until the end of your next turn.

You must be wielding a ranged weapon.

You must know Piercer before picking this technique.


Recoil: You overload a piece of equipment to deal additional damage. When you roll damage, you can spend 2 MP to add an additional 2d6 fire damage.


Gravisphere: You throw a grenade that explodes with gravitional energy. As an action, spend 3 MP. Designate one location within 60 feet. Everything within a 20 feet radius is pulled by gravitational forces and must make a strength saving throw. On a failed save, the creatures are pulled toward that direction and take 4d6 force damage.


Highwind: You jump high into the air and deliver a spiraling strike down into the ground creating shockwaves. As an action, spend 3 MP and choose one location or target within 60 feet. Make an attack roll against that target with your weapon. Afterwards, all creatures within 15 feet must make a Strength saving throw. On a fail, they take 4d6 force damage and is knocked prone, else they take half damage and aren't prone. If the attack roll hits an object, it is a critical hit.

You must be wielding a glaive, halberd, quarterstaff or spear.

You must know High Jump before picking this technique.


Lion's Roar: You make a powerful upward drawn slash that cuts through multiple targets. As a bonus action, spend 2 MP. Your next melee attack deals an additional 1d8 force damage and applies to all targets in a 15 foot long and 5 foot wide line. This attack is made with advantage.

You must be wielding a one handed martial slashing weapon.


Eclipse: You make a powerful leg sweep and follow up with an aerial axe kick on a single target. As an action, spend 3 MP to make an unarmed strength or dexterity attack on a single target. This attack deals an additional 2d8 force damage. The target must make a strength saving throw. If the target fails and is a large or smaller creature, they are paralyzed until the beginning of their next turn. Else if the target fails, then they are knocked prone.


Salvation: You make a swift thrusting attack that creates openings. As a bonus action, spend 2 MP. Your movement speed increases by 20 feet until the end of your turn. Your next melee attack is made with advantage. If it hits, you deal an additional 2d8 radiant damage.

You must be wielding a one handed martial piercing weapon.

Royal Sigil

The following are the available royal sigils. Each sigil gives you an ability.


The Rogue's Sigil: Aerial Ace - Your jump distance is double. You may use a bonus action to spend 2 MP to gain advantage with Athletics and Acrobatics checks for 1 minute and your movement speed is doubled for this duration. When you make a Dexterity saving throw, you may spend 2 MP to roll with advantage.


The Pious's Sigil: Multicast - When you cast a spell that has a casting time of 1 action and is not a concentration spell, you can spend MP equal to the spell's level in addition to expending the spell slot to cast the spell again at the same point or target.


The Tall's Sigil: Aura - As a bonus action, you may spend 1 MP to add your charisma modifier to the damage of weapons for 1 minute.


The Oracle's Sigil: Healing Light - When casting spells that regain Hit Points, spend MP equal to that spell's level. All friendly creature within 10 feet of you gain the effects of that healing spell.


The Just's Sigil: Omniguard - As an action, you may spend MP to create a barrier around you with a 10 foot radius. You must use your action every turn to maintain the barrier. The barrier has Hit Points equal to five times the MP spent. Whenever an ally takes damage within the barrier, the barrier may take the damage instead. While the barrier is active, when a creature misses you with an attack, you can use your reaction to make an attack against the creature with advantage. You cannot use more MP than equal to your Charisma modifier + half your crownsguard level, rounded down (minimum of one).

Friendly creatures within the barrier gain 1d6 hit point at the start of their turn.


The Wanderer's Sigil: Cheer - As a bonus action, spend 2 MP to inspire one friendly creature. Within the next hour, the creature may use the inspiration to gain a bonus to their roll equal to your Charisma modifier. An ally may also use this to gain an AC bonus against one attack roll.


The Warrior's Sigil: Untouchable - As a bonus action, you spend 2 MP to taunt hostile creatures. Until the start of you next turn, you and friendly creatures have advantage on attack rolls against any creature within 5 feet of you that is hostile to you. However, hostile creatures have advantage on attack rolls against you.


The Wise's Sigil: Dragoon Drain - You may learn 2 techniques ignoring restrictions.

The Conquer's Sigil: Elemancy - While casting a spell, you can spend 2 MP. Choose 1 spell you have prepared that deals elemental damage. You create an environment within a 20 foot radius of that element for 1 minute. This does not apply additional damage or effects by itself. Spells and attacks that deal that elemental damage deal an additional d6 damage of that type.


The Mystic's Sigil: Gravitron - As an action, spend 3 MP. Designate one point within 60 feet that you can see within range. Everything within a 30 feet radius is pulled by gravitational forces and must make a strength saving throw. On a failed save, the creatures are pulled toward that direction and take 3d8 force damage.

On a successful save, the creature takes half as much damage and isn't pulled.


The Clever's Sigil: Spectral Arms - As a bonus action, you can spend 3 MP and roll a d8. One of the following effects occur.

d8 Ability Effect
1 Fire Make a ranged spell attack (2d10 fire, 80/240)
2 Blizzard Make a ranged spell attack (2d8 cold, 80/240)
3 Thunder Make a ranged spell attack (2d8 lightning, 80/240)
4 Cure Heal all allies within 15 feet by 2d8 + your spellcasting ability modifier
5 Meteor You drop meteors at a location within 120 feet. Each creature within 5 feet of the point where the meteor explodes must make a Dexterity saving throw. A creature takes 2d6 fire damage and 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one.
6 Razor Edge Make 1 melee attack against all hostile creatures in your weapon attack range
7 Throw Make a ranged attack with advantage
8 Iai arts Make a melee attack with advantage

The Fierce's Sigil: Rampage - You gain mastery over martial arts. You gain the following abilities:

  • You can use Dexterity instead of Strength for the attacks and damage rolls of your unarmed strikes.
  • You can roll a d4 in place of the normal damage of your unarmed strike. This die changes as you gain Crownsguard levels, as shown in the Martial Arts column of the Monk table.
  • When you use the Attack action, you can make one unarmed strike as a bonus action.
  • You may treat unarmed strikes as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
  • All Creation: When you make two successful unarmed strikes, as a bonus action, you can spend one spell slot to make a ranged attack against a target within 30 feet. If successful, deal 2d8 damage for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st as force damage. This attack does not gain disadvantage if used against an opponent in melee range.


The Father's Sigil: Revitalize - As a bonus action, you may lose any amount of Hit Dices to have all friendly creatures within 30 feet to recover their Hit Dices by the same amount. The HIt Dices lost may be distributed to any number of friendly creatures within range. Friendly creatures within 30 feet of you may use their Hit Dices to recover HP as a bonus action.

Crownsguard Spell List

Cantrips
  • Acid Splash
  • Chill Touch
  • Fire Bolt
  • Green-Flame Blade
  • Guidance
  • Gust
  • Minor Illusion
  • Mold Earth
  • Poison Spray
  • Prestidigitation
  • Ray of Frost
  • Sacred Flame
  • Sapping Sting
  • Shape Water
  • Shocking Grasp
  • Sword Burst
  • Thorn Whip
  • Thunderclap
  • Word of Radiance
1st level spell
  • Absorb Elements
  • Bane
  • Bless
  • Burning Hands
  • Cause Fear
  • Charm Person
  • Create or Destroy Water
  • Cure Wounds
  • Detect Magic
  • Earth Tremor
  • Expeditious Retreat
  • Feather Fall
  • Find Familiar
  • Guiding Bolt
  • Heroism
  • Ice Knife
  • Identify
  • Inflict Wounds
  • Jump
  • Mage Armor
  • Magnify Gravity
  • Protection from Evil and Good
  • Ray of Sickness
  • Shield
  • Sleep
  • Tasha's Caustic Brew
  • Thunderwave
  • Witch Bolt
2nd level spell
  • Blindness/Deafness
  • Blur
  • Calm Emotions
  • Darkness
  • Darkvision
  • Enhance Ability
  • Enlarge/Reduce
  • Find Steed
  • Flame Blade
  • Flock of Familiars
  • Gust of Wind
  • Hold Person
  • Invisibility
  • Lesser Restoration
  • Levitate
  • Magic Weapon
  • Melf's Acid Arrow
  • Mirror Image
  • Misty Step
  • Moonbeam
  • Prayer of Healing
  • Protection From Poison
  • Scorching Ray
  • See Invisibility
  • Shadow Blade
  • Shatter
  • Silence
  • Summon Beast
  • Tasha's Mind Whip
  • Warding Bond
  • Warding Wind
  • Web
3rd level spell
  • Bestow Curse
  • Call Lightning
  • Clairvoyance
  • Conjure Animals
  • Counterspell
  • Elemental Weapon
  • Erupting Earth
  • Dispel Magic
  • Fear
  • Fireball
  • Fly
  • Haste
  • Hypnotic Pattern
  • Life Transference
  • Lightning Bolt
  • Magic Circle
  • Melf's Minute Meteors
  • Protection From Ballistics
  • Protection From Energy
  • Pulse Wave
  • Remove Curse
  • Revivify
  • Sleet Storm
  • Slow
  • Spirit Shroud
  • Summon Fey
  • Summon Lesser Demons
  • Summon Shadowspawn
  • Summon Undead
  • Tidal Wave
  • Thunderstep
  • Vampiric Touch
  • Water Breathing
  • Wind Wall
4th level spell
  • Banishment
  • Blight
  • Charm Monster
  • Confusion
  • Conjure Knowbot
  • Conjure Minor Elementals
  • Conjure Woodland Beings
  • Dimension Door
  • Dominate Beast
  • Gravity Sinkhole
  • Greater Invisibility
  • Ice Storm
  • Otiluke's Resilient Sphere
  • Polymorph
  • Shadow of Moil
  • Sickening Radiance
  • Storm Sphere
  • Summon Aberration
  • Summon Construct
  • Summon Elemental
  • Summon Greater Demon
  • Wall of Fire
  • Water Sphere
5th level spell
  • Awaken
  • Circle of Power
  • Cloudkill
  • Cone of Cold
  • Conjure Elemental
  • Conjure Volley
  • Conjure Vrock
  • Contact Other Plane
  • Control Winds
  • Dawn
  • Destructive Wave
  • Dream
  • Enervation
  • Far Step
  • Greater Restoration
  • Hold Monster
  • Infernal Calling
  • Immolation
  • Maelstrom
  • Mass Cure Wounds
  • Modify Memory
  • Planar Binding
  • Raise Dead
  • Scrying
  • Skill Empowerment
  • Synaptic Static
  • Summon Celestial
  • Wall of Force
  • Wall of Light
6th level spell
  • Chain Lightning
  • Conjure Fey
  • Disintegrate
  • Flesh to Stone
  • Globe of Invulnerability
  • Gravity Fissure
  • Heal
  • Move Earth
  • Otiluke's Freezing Sphere
  • Planar Binding
  • Sunbeam
  • Summon Fiendish
  • Tasha's Otherworldly Guise
  • Tenser's Transformation
  • True Seeing
  • Wall of Ice
7th level spell
  • Delayed Blast Fireball
  • Finger of Death
  • Fire Storm
  • Prismatic Spray
  • Regenerate
  • Ressurection
  • Reverse Gravity
  • Teleport
  • Temple of the Gods
  • Whirlwind
8th level spell
  • Antimagic Field
  • Demiplane
  • Dominate Monster
  • Earthquake
  • Incendiary Cloud
  • Maze
  • Mighty Fortress
  • Power Word Stun
  • Sunburst
  • Tsunami
9th level spell
  • Blade of Disaster
  • Gate
  • Invulnerability
  • Mass Heal
  • Mass Polymorph
  • Meteor Swarm
  • Power Word Kill
  • Prismatic Wall
  • Shapechange
  • Storm of Vengeance
  • Time Stop
  • True Polymorph
  • True Resurrection
  • Weird
  • Wish

Optional Rule: Multiclassing

If your group uses the optional rule on multiclassing in the Player's Handbook, here's what you need to know if you choose Crownsguard as one of your classes.

Ability Score Minimum. As a multiclass character, you must have at least a Dexterity score of 13 and a Charisma score of 13 to take a level in this class, or to take a level in another class if you are already a Crownsguard.

Proficiencies Gained. If Crownsguard isn't your initial class, here are the proficiencies you gain when you take your first level of Crownsguard: light armor, shields, simple weapons, 1 martial weapon.

Feats

Magical Adept

You are innately talented at using the Lucii's families magic. Players may take this feat multiple times.

  • You gain 2 Magic Points to spend on abilities (these points are added to any magic points you have from another source). You regain all spent Magic Points when you finish a long rest.
  • You learn the Crownsguard Enhance ability listed under Magical Reservoir. If you have this feature, you may pick an additional feature as seen below, but it cannot be the same feature.
  • You learn 1 feature of the Crownsguard Class from the following: Warp, Link Strike, 2 Techniques, or Limited Magic.

If you learn Limited Magic, you learn one cantrip and one 1st-level spell from the crownsguard spell list.

You can cast the 1st-level spell at it's lowest level once per long rest.

You may choose your spellcasting ability for this spell from Intelligence, Wisdom, or Charisma.


Carbuncle

Small celestial, neutral good


  • Armor Class 14
  • Hit Points 10 (3d4 + 3)
  • Speed 40 ft, climb 30 ft.

STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 13 (+1) 14 (+2) 16 (+3) 17 (+3)

  • Saving Throws Wisdom +5, Charisma +5
  • Skills Stealth +4, Perception +5
  • Condition Immunities Charmed, Frightened, Sleep, Poison
  • Senses Blindsight 10 ft., Darkvision 60 ft., passive Perception 15
  • Languages telepathy 30 ft., understands all languages that the caster knows, but cannot speak them.
  • Challenge 1/4 (50 XP)

Keen Smell. Carbuncle has advantage on Wisdom (Perception) checks that rely on smell.

Magic resistance. Carbuncle has advantage on saving throws against spells and other magical effects.

Messenger. Carbuncle can cast the Message cantrip as a bonus action.

Actions

Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 5 (1d6-1) piercing damage

Innate Spellcasting. the Carbuncle is a 2nd-level spellcaster. its spellcasting ability is Charisma (Spell Save DC 13, +5 to hit with spell attacks). it has the following spells prepared:

Cantrip: message, minor illusion, prestidigitation, spare the dying

1st level (3 slots): Absorb Elements, Cure Wounds, Detect Magic, Shield

Carbuncle

This familiar is available to the Chosen of the Lucii. Carbuncle is a magical creature with healing powers that helps Noctis Lucis Caelum in Final Fantasy XV. Carbuncle leads young Noctis through his dreamscape. It is a Messenger, a magical creature sent by the gods. Though the other known Messengers help the Oracle and make the gods' will known to mankind, Carbuncle is a guardian being to Noctis.

With the DM's permission, a person who casts the find familiar spell can choose to conjure a carbuncle instead of a normal familiar. The DM may choose to take control of this familiar at any time, but must maintain the familiar's personality and alignment. Carbuncle does not have to follow the summoner's orders as it is only summoned in its base form. When summoned as a familiar, Carbuncle should lose Cure Wounds for gameplay purposes.


Chocobo

Large Beast, unaligned


  • Armor Class 12
  • Hit Points 19 (3d10 + 3)
  • Speed 60 ft, fly 30 ft. (Hover)

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 13 (+1) 2 (-4) 12 (+1) 7 (-2)

  • Senses passive Perception 11
  • Languages -
  • Challenge 1/2 (100 XP)

Flightless Bird. A chocobo cannot sustain flight for more than one turn.

Trampling Charge. If the Chocobo moves at least 20 feet straight toward a creature and then hits it with a Peck attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the Chocobo can make another attack with its Talons against it as a bonus action.

Variant: Chocobo Armor. An armored Chocobo has an AC based on the type of barding worn. The Chocobo's AC includes its Dexterity modifier, where applicable. Barding doesn't alter the Chocobo's challenge rating.

AC Barding
13 Leather
14 Studded leather
15 Chain Shirt
16 Chain mail
17 Splint
18 Plate

Actions

Peck. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 4) Piercing damage

Talons. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) Slashing damage

Choco Cure. The Chocobo dances, sending healing energy to an ally. You may use your action to heal yourself or on one willing creature that you touch for 1d6 + 2 (Wisdom Modifier). A chocobo may only use this a number of times equal to your proficiency modifier, and you regain all expended uses when you finish a short or long rest.

Chocobo

The chocobo can be summoned by anyone who can cast Find Steed. A chocobo costs 400 GP and can carry 540 lbs.

Chocobos are tall, friendly avians that roam wild but can be tamed and ridden. Wild chocobos once trotted freely through the forests of Duscae, but the recent influx of ferocious beasts has sent the birds running in fear and the population dwindled. They can often be heard saying "Kweh!" Chocobos come in a variety of colors with the most common being Yellow. For rarer breeds, please see Wonderful Chocobo.