Lord

A Noble Duty

The world of Atalan has known a quaint peace for the last 300 years when a great hero created a method of consolidating the chaos ravaging the world into a singular rune called a “Crest.” Taught to several of the highest nobility in every nation, the term “Lord” was now used to refer to the Crest-bearers whose mission is to create the ultimate Crest to destroy the chaos.

It is the dream of many souls to stop the march of Chaos upon the world. The great hero, Lord Leon, would preach in his final days of an ultimate crest that could end Chaos, dubbed "The Grancrest."

The Grancrest can only form once enough chaos is absorbed into a considerable amount of Crests from most corners of Atalan. Only then is when the crests are combined together will Lord Leon's prophecy come true.

However, most lords in this age have come to enjoy the benefits of having their own crest, and would use it to distinguish themselves from the common folk. Tradition would turn a crest from a symbol that would save the world into a tool for the powerful to play politics with.

It is up to the future generations to break the cycle of nepotism and inheritience of crests without intending to fulfill the goal of creating the Grancrest. Only time will tell, however, if the current Lords will ever surrender their power, or if they intend to hold it for their own needs and let the world be damned if chaos consumes her.

This class is not obtainable at character creation. Think of this as a pseudo "prestige" class; to gain access into a Lord, you must find and claim a chaos core of considerable power. Afterwards, you must absorb the core as a part of you to attempt to make it into your own crest. Succeeding will replace your current class, if you are level 1, into a lord class. Otherwise, you may multiclass into the Lord class as usual. See other classes and their bonuses for absorbing a chaos orb.

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

Proficiencies


  • Armor: Light armor, Medium armor, Heavy armor
  • Weapons: simple weapons, martial weapons
  • Tools:

  • Saving Throws: Constitution, Wisdom
  • Skills: Choose 1 from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, and Persuasion this adds to your previous class' skills.

Equipment

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

  • A crest that can manfiest from your wrist; the color depends on your allignment.
The Lord
Level Proficiency Bonus Features
1st +2 Lord's Crest, Crest Points, Second Wind (1 Use)
2nd +2 Fighting Style, Crest Arts, Crested Light
3rd +2 Lord's Ambition, Battle Flag
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Improved Crest Arts , Lord's Respite
7th +3 Enhanced Battle Flag, Lord's Ambition Feature
8th +3 Ability Score Improvement
9th +4 Superior Crest Arts
10th +4 Trial of the Grancrest
11th-20th To Be Determined

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Creating a Lord

when creating character with the intent on either becoming or multiclassing into a lord, one must consider several things concerning their party as well as the distribution of chaos orbs. It goes without saying that having a lord is important in the world of Atalan, yet a lord alone cannot go far without the aid of his friends, allies, and even subordinates.

A lord is a formidable and a versatile class; This, however, can go both ways. While a lord can have many strengths, it does not excel in any of them aside from being resilient. This, perhaps, is a blessing in disguise; whereas the lord fails in one area, such as the gift of magic, a mage will always be a friend. If the party needs to buy time for a rogue to finish a grand scheme, the lord will be there to ensure that the attention of the enemy is on his crest and not his allies. Whereas a lord has a constant stream of stable damage for a short burst of time, a fighter will always have the upper hand in terms of damage in the long run.

In other words, the lord is as powerful as his party is. Without powerful friends or allies, he will fall short of many things. Having a lord, though, will benefit the party greatly with his crest powers and, eventually, his battle flag when he is powerful enough to project the such.

Obtaining a Crest

The most common way to attain a crest is to be given one by another noble with a powerful crest. Every time a noble gives a crest away, part of his own crest is parted to create the new crest.

The second most common way to attain a crest is by inheritance. Usually, this is given to the younger noble when the older noble is no longer capable of leading. In the event that the older noble dies naturally, the younger noble will still inherit the crest naturally if no one else claims the crest within the hour.

The third most common way to attain a crest is by the

right of conquest or by might. A noble who forces

another noble to surrender is obligated by law

to ask, "Your crest, or your life." If a noble

surrenders their crest, it is recorded and

the noble is let free or allowed to live

after giving their crest to the victor.

If a noble refuses to surrender

their crest, the victor may

kill the noble to attain

the crest that way.


The last common way to attain a crest is typically used by those who are not nobility. By absorbing chaos after slaying a strong chaos beast will usually release enough absorbable chaos to form a crest. This is also the most dangerous way, as a person may not be compatible with the new influx of chaos and may die afterwards.

Rankings and Crests

Rankings are used by most countries in Atalan to determine the social status of nobility as well as a gauge to a noble's power. Most, if not all, nobles currently have a crest. Vassal nobility are usually one or two ranks lower then the main crest user. Ranks are determined by both the size of the crest and the lands they hold.

Strengthening a Crest

Similar to obtaining a crest, strengthining a crest is done by absorbing chaos through force. While you can not inherit a crest to strengthen it, you can either take one by defeating a noble of a greater class or by slaying a large chaos beast and taking their core. Through this process you can obtain a more powerful rank than your own seen in the table below.

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The Lord's Crest

Starting at level 1, you are able to absorb and store chaos without it destroying or altering our body too much. As a free action, you are able to display your crest on your wrist as a six inch blue display. Stored chaos eventually becomes crest points that you may use. You also gain access to the Noble Ranking system, of which you start off as a knight.

This ability improves at level 2, and once more at level 4.

Crest Points

At 1st level, you may store crest points equal to your class level plus your wisdom and rank on the pyramid table. You will gain your first crest points after attaining an actual crest from one of the deeds in how to attain a crest table.

You may use these crest points to temporarily increase either your STR, DEX, or CON score by two for a minute. You are warned that, if using this ability, your body may be harmed due to not being used to having or using a crest before.

Second Wind

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your Lord level.

Once you use this feature, you must finish a short or long rest before you can use it again.


Fighting Style

At 2nd level, you adopt a particular style of fighting as your specialty.

Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.

Defense

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

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.

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 reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Interception

When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

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.

Two-Weapon Fighting

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

Unarmed Fighting

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.

At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Archery

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

Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon.

In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll..

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Crest Art

Starting at 2nd level, you are able to use the crest you wield more efficiently. You may use your crest points for the crest abilities in its table, excluding the battle flag until 3rd level. See Crest Powers & Crest Battle Flags for more information regarding the lord's crest arts.

Crest Points

At 2nd level, you may use crest points equal to your class level plus your wisdom and rank on the pyramid table.

(Class Level + Wisdom + Rank = Crest Points)

The Power of a Crest

When a crest increases its size, its power and abilities are usually increased as well. When you use a crest, it uses the chaos within and around the environment to do any action you intended to use it for. Using a crest is gauged typically by the person's rank or by the person themselves.

By using a crest alone, a person is able to bolster him or herself to inhuman strengths, similar to how crest artists does for their bodies, but to a lesser extent. Using crest powers may be stacked together, but may inadvertently increase the harm on a person's body. A crest may be used like the such in the following table: The usage does not reset until every long rest.

Crest Power Chart
Crest Power Costs/Turns Benefit Until Ended Harm If Overused Over Time / Day
Enhanced ASI 1/Minute +2 ASI Four Uses/-5 HP or 1 Exhaustion/Reset
Crest Speed 1/Per Round +15 MS/ Double Jump Four Uses/-5 HP or 1 Exhaustion/Reset
Power Blow 2/Attack Rank+CHA+WIS+Class Level=DMG Four Uses/-5 HP or 1 Exhaustion/Reset
Lord's Resolve 1/Reaction +1 AC -3 to Physical Damage Four Uses/-5 HP or 1 Exhaustion/Reset
Lord's Banner 3/ Hour Activates Battle Flag For Ten NPC Four Uses/-10 HP or 1 Exhaustion/Reset
Enhanced Crest Power Chart (Level 6)
Crest Power Costs/Turns Benefit Until Ended Harm If Overused Over Time / Day
Greater ASI 2/Minute +4 ASI Three Uses/-10 HP or 1 Exhaustion/Reset
Royal Dash 2/Per Round +30 MS/ Triple Jump Three Uses / -10 HP or 1 Exhaustion/Reset
King's Might 3/Attack Rank(x2)+CHA+WIS+Class Level=DMG Three Uses / -10 HP or 1 Exhaustion/Reset
King's Resolve 2/Reaction +1 AC Physical Resistance Three Uses/ -10 HP or 1 Exhaustion /Reset
King's Banner 3/ Hour Activates Battle Flag For All Allied NPC Three Uses/-10 HP or 1 Exhaustion/Reset
Superior Crest Power Chart (Level 9)
Crest Power Costs/Turns Benefit Until Ended Harm If Overused Over Time / Day
Superior ASI 3/Minute +6 ASI Two Uses/-15HP or 1 Exhaustion/Reset
Imperial Rush 3/Per Round +45 MS/Quadruple Jump Two Uses / -15HP or 1 Exhaustion/Reset
Leon's Might 4/Attack (Rank*2.5)+CHA+WIS+Class Level=DMG Two Uses / -15HP or 1 Exhaustion/Reset
Leon's Resolve 3/Reaction +1 AC Total Resistance Two Uses/ -15HP or 1 Exhaustion /Reset
Imperial Banner 4/ Hour Activates Battle Flag For All Allies Two Uses/-15HP or 1 Exhaustion/Reset

Crest Powers Extended

These are the default powers that all nobles learn through receiving a crest related to Lord Leon. There are more crest powers a noble can learn if they see another noble using an unknown crest power, or they can learn to create a crest power themselves..


Crested Light

You can cast the light spell on your crest as an action. Your hand must stay up to use this (In this case, it may be your shield or sword hand.) You may passively use this in combat with the range of dancing lights (10 ft dim light). You may use this twice per long rest. It lasts an hour as per the light spell duration.

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Battle Flags

Crest Battle Flags are used whenever a crest user, typically a noble, deems it necessary to activate their standard. Each battle flag differs between every individual, but will typically be refined to one's personality or tactics.

Battle Flags are meant for armies, but they may also be applied to lords, chaos artists, and mages, with the benefit being rounded down by 66% (ie. a +3 ac / attack / damage becomes a +1 instead, or in the case of double their movement speed, it is a third instead. In the case of immunities, they are still immune to the stated effect, and in the case of resistances, it still halves damage. This is due to the crests reacting inefficiently to themselves, other lords, or those who use chaos. Of course, those who do not use a crest or chaos may freely benefit in being fully effected by a battle flag.

The Phalanx

An image of three spears shows in the sky. An army is bolstered by this in which every individual receives +2 AC and +1 attack when adjacent to another person with a spear and shield in the same army.

The Turtle

An image of a shell and a shield shows in the sky. Individuals within the army wielding a shield gains +3 AC and has resistance to all non-magical slashing, bludgeoning, or piercing damage.


The Patriot

An image of a sparrow shows in the sky. An army inspired by this battle flag gains an inspiration dice and will have advantage to all charisma and wisdom saving throws. Additionally, they are immune to morale breaks once and are immune to the fear effect.

The Barrage

An image of three bows and six arrows shows in the sky. All ranged bow or crossbow users in an army will gain the power of crest arrows of crest bolts to their ammunition. They gain +3 magical piercing damage in every attack as long as they use ammunition that was affected by the battle flag.

The Charge

An image of three horsemen charging shows in the sky. The entire army effected by the battle flag will gain double their movement speed until they reach an enemy. Additionally, the individual will gain the ability to charge an enemy once, granting +3 attack, +3 damage, and advantage to an individual's first attack.

The Mask

An image of the drama mask shows in the sky. The men who are affected by this battle flag may be charmed willingly by the crest user who used the mask. Being charmed in this way will allow a perfect performance check at any time. The most common use is the question to the actor, "Are you a hero, or are you simply a stage hand?! Decide, and be the heroes you are!" This phrase grants an individual +3 to STR, DEX, and CON ASI's but will force the person to do the most heroic action available to them. They will also suffer a +1 exhaustion.

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Lord's Ambition Archetypes

When you reach 3rd level, you swear an oath to yourself, your companions, and your men. Up to this time you have been in a preparatory stage and not yet recognized as a lord. You must make a speech in front of an audience to unlock any further levels in this class. Upon doing so, you may choose a battle flag for the ages to come.

See the paladin oaths for inspiration. See the page Crest Powers & Crest Battle Flags for refinement in your choice.

Be warned that this speech will set your path for future levels.

The Resolve of the Daring

“If the king doesn’t lead, how can he expect his subordinates to follow?”

Once per long rest, the noble must use all their movement to reach an enemy. The DM may decide which enemy, if there are more than two, that he charges at. Only then is when he and six other party members gain advantage on their next attack.

They gain expertise in Morale if they have chosen it , if not they gain proficency in it.

Lord's Challenge

Immediately after using your Power Blow / King's Might/ Leon's Might ability. As a bonus action, you may issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.

You may use this ability once per short rest.

The Path of Isolation

“The Grancrest will only be formed through the will of the strongest, and I will eliminate anyone in the way of my ambition.”

The noble can improve any one crest art in various ways once per long rest. Ie. base crest abilities will be improved to their LVL 5 improvements, and their LVL 5 improvements will be as such:

Superior ASI, Royal Dash, & King’s Might: x2 (ASI, Movespeed, or Attack)

This does, indeed, mean 10+ ASI, 60 move speed, or a potential 20 damage modifier.

Additionally, their persuasion modifier decreases by 3 and they gain expertise in intimidation.


The Hope of Unification

“Peace on Atalan will never be attained unless everyone works towards it. To that end, I will form the Grancrest with all my allies throughout the continent.”

The noble gains a d6 bardic inspiration die. He may give this die to any willing ally within 60 feet. He may use this up to his charisma modifier, which he regains on a long rest.

Additionally, their intimidation modifier decreases by 3 and in turn they gain expertise in Persuasion

Rallying Blow

Immediately after you deal damage to a creature with your Power Blow / King's Might/ Leon's Might ability, you can use this ability as a bonus action and distribute temporary hit points to creatures of your choice within 30 feet of you, which can include you - letting out an empowering battlecry as your strike lands. The total number of temporary hit points equals 1d8 + your rank + class level in this class, divided among the chosen creatures however you like. You may use this ability once per short rest.

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Abiliy Score Improvement

When you reach 4th 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.

If your DM allows the use of feats, you may instead take a feat.

Extra Attack

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

Enhanced Crest Arts

Beginning at 6th Level you gain acess to enhanced Crest Arts, see page 4.

Lord's Respite

Once per day beginning at 6th Level, when you finish a short rest you can regain a number of Crest Points, the number of points regained is equal to your (Class Level + Rank) / 2.

Lord's Ambition Feature

Starting at 7th level, a Lord's crest begins to passively emite an aura. The aura that emits depends on the path that the Lord has chosen

Unification:Protecion Aura

Only with his allies by his side will this Lord acquire the Grancrest, to achieve this he must safeguard himself and them.

Starting at 7th level, your crest begins to passively emite an aura. 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.

Daring: Courageous Aura

Your acts of bravery inspire the allies you have gathered around you, the crest you wield now reflects this.

Starting at 7th level, you and friendly creatures within 10 feet of you can't be frightened while you are conscious.

Isolation: Destructive Aura

Your determination to see your enemies broken is strong, and your crest reocgnizes this - aiding you in your endeavors.

Starting at 7th level, the paladin gains a bonus to melee weapon damage rolls equal to the paladin's Charisma modifier (minimum of +1). A creature can benefit from this feature from only one paladin at a time.


Enhanced Battle Flag

Beginning at 7th Level, Battle Flags now affect all your allies within half a mile radius.

Ability Score Improvement

When you reach 8th 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.

If your DM allows the use of feats, you may instead take a feat.

Superior Crest Arts

At level 9 you receive access to Superior Crest Arts, see page 4

Trial of the Grancrest

Beginning at 10th Level....(TBD)

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