Noble

The noble prince, drawing his sword to shield his future kingdom from turmoil. The resilient princess who determines it is her time to embark on adventure. The king, who has honed not only his talents as a leader but also as a nobleman. Nobility manifests in various forms and sizes, yet it transcends mere background. Individuals aspiring to their noble lineage can embody the grandeur of their royal blood and aristocratic heritage, becoming true leaders and allies within a group. In essence, nobles do not trivialize their role but invest their energy into developing their status and power as nobles. Thus, the noble class is not merely inherited; it is born of House.

House of a Noble

In the realm of the Noble, one’s title and bloodline are of utmost importance. Understanding the traditions and reputation of your house is vital. What are your house’s customs? What is its standing among other noble houses? Work with your NM not only to develop your character’s nobility but also that of your house. Consider, too, whether you conform to the stereotypes of your house or contrast against its traditions. It’s crucial to know what you represent as a noble.

Are you the ruler of a castle or vast lands? Who governs it? Are you a young ruler, yet too inexperienced to govern alone, relying on a regent? Consider developing storylines that lead you out of your land or castle towards adventure and intrigue, so you can function within a party. This class, perhaps more than others, requires extra consideration by the NM. The world setting must value, in some ways and areas, the concept of a feudal or aristocratic society. Otherwise, who would care that someone calls themselves noble?

Majesty and Magic

Majesty and Magic Majesty is the key power of a noble. It encompasses charisma, influence, social power, and prowess with their presence. Many of the effects of majesty function like magic. A noble can command a creature to kneel, and, like magical compulsion, should the creature fail their saving throw, they must obey the command. However, it’s not magical compulsion that forces the creature to kneel; it’s the presence of nobility and the potent charisma. But what about an orc who cares nothing for the nobility or feudal societies of humans? Generally, some chaotic creatures, such as orcs, goblins, etc., may not care about a noble’s majesty. Your NM may decide that some creatures have advantage against any non-magical effects, such as all noble’s ability to use suggestion with their majesty score. The NM should consider thoughtfully whether or not a creature adheres to chaotic philosophies and has no form of hierarchy within their own cultural or ethnic background to grant them this resistance to noble abilities. This advantage would only apply to effects that are drawn directly from spells.

LevelProficiency BonusFeatures
1st+2Attendant, Encouraging Words, Noble Lineage
2nd+2Charismatic Armor, Majesty Score
3rd+2Noble Lineage Feature
4th+2Ability Score Improvement
5th+3Noble Lineage Feature
6th+3Ability Score Improvement
7th+3Noble Lineage Feature
8th+3Ability Score Improvement
9th+4Sublime Majesty
10th+4Majesty Score (minimum 10)
11th+4Noble Lineage Feature
12th+4Ability Score Improvement
13th+5Majesty Score (minimum 14)
14th+5Noble Lineage Feature
15th+5Charisma Score Increase
16th+5Ability Score Improvement
17th+6Majesty Score (minimum 16)
18th+6Noble Lineage Feature
19th+6Ability Score Improvement
20th+6Charisma Score Increase

Class Features

At 1st level, you are always accompanied by a loyal attendant who tends to your needs and carries out your commands. Your attendant’s role in your life may vary based on your noble lineage, and they may perform certain actions or tasks tailored to your heritage. Your attendant is constantly by your side, following your orders to the best of their ability, but they will only put themselves in harm’s way when it directly concerns your well-being. If your attendant were to perish, another will be provided within one month’s time by your noble house or another appropriate source, provided you make the necessary arrangements. Your attendant shares your race and is of a gender of your choice, but they lack any exceptional racial traits. They are proficient in light armor and daggers for their own protection. Attendants use your Proficiency Bonus. Attendants act on your initiative during combat, though they do not take any action unless you specifically command them to do so. On your turn, you can verbally direct them where to move without requiring an action from you. Additionally, you can use your action to verbally command them to take the Attack, Dash, Disengage, Dodge, or Help action as you see fit.
  • Hit Points: In addition, whenever you gain an odd level (3rd, 5th, 7th, etc.), the attendants maximum hit points increase by the average of its hit die (5 for an Attendant, 6 for Guardian) plus its Constitution modifier.
  • Ability Score Increase: Whenever you would gain an ability score increase, so does your attendant using the normal rules for applying an ability score increase.
At 1st level, you possess the ability to uplift and inspire your allies with your words of encouragement. You have a pool of hit points equal to your levels in the noble class multiplied by 5, which you can use to grant temporary hit points to an ally. As an action, you can impart a portion or all of these temporary hit points to an ally within 10 feet of you, due to the intimacy of these encouraging words. However, you cannot bestow temporary hit points on an ally who does not already have at least 1 hit point. This ability cannot be used on yourself. Your pool of hit points for encouraging words replenishes fully after a long rest.
At 1st level, you must also choose a noble lineage, which defines your upbringing, specialty focus, or inherited traditions. Your noble lineage makes you a unique type of noble, granting you class features at various levels. Choose between the Lineage of Diplomacy, Lineage of Myth, or Lineage of Warfare.
At 2nd level, your presence radiates a charismatic aura that enhances your defense against most creatures. Your armor class is always at least equal to 10 + your Dexterity modifier + your Charisma modifier, regardless of any other means of calculating armor class. However, this charismatic armor class cannot be increased by wearing shields or armor, although it can be enhanced by magical items. Creatures immune to being charmed or with advantage against the charmed condition have advantage on attack rolls against you when using this armor class.
You also gain a Majesty Score at 2nd level, representing your influence over others. After finishing a short or long rest, roll 1d4 per your Charisma modifier to determine your majesty score, with bonuses or penalties applied based on the Majesty Score Table. At certain levels, your majesty score cannot be less than a certain amount regardless of the roll. The saving throw to resist a class feature using your majesty score is equal to 8 + your Proficiency bonus + your Charisma modifier. You can utilize your majesty score for various purposes.

Affecting Persona

You have the ability to manipulate your majesty score to influence others in a manner similar to certain spells, but without magic. By reducing your majesty score, you can create effects akin to calm emotions (1 point), command (1 point), and suggestion (2 points). For example, if your majesty score is 12 and you use suggestion, your majesty score would temporarily decrease to 10 until you can reroll it. These effects require only verbal components and function as non-magical effects, with no concentration required.

Bolstered Spirits

You can utilize your Encouraging Words class feature to heal your allies instead of providing temporary hit points. However, you can only do so when your majesty score equals 14 or higher. Keep in mind that you cannot heal a creature in this manner if they have 0 hit points.

Persuasive Aristocrat

Your natural charisma and influence bolster your persuasion and deception skills. Whenever you make a persuasion or deception check, your result cannot be lower than your majesty score, provided your majesty score is 6 or higher.

Uncanny Presence

In moments of danger, you can harness your innate charisma to enhance your defenses. As a bonus action or reaction to being targeted by an attack, you can decrease your majesty score by 4 to temporarily increase your armor class to your Charisma score + 1d4 until the end of your next turn. However, creatures immune to or with advantage against the charmed condition have advantage on attacks against this armor class.
Upon reaching 9th level, you gain the ability to reaffirm your noble presence if you sense your influence waning. If your majesty score falls below your Charisma score, you can use a bonus action to roll 1d4 and add the result to your majesty score. You can do this once before needing to take a short or long rest to regain the ability.
At 15th level, your extensive experience in utilizing your charisma allows you to further exploit its potential beyond the capabilities of normal creatures. You gain a permanent increase of +2 to your Charisma score, raising it to a maximum of 22. Upon reaching 20th level, your Charisma score increases by an additional +2, reaching a maximum of 24.

Noble Lineages

Indeed, the three noble lineages—diplomacy, myth, and warfare—illustrate the diverse paths through which nobles manifest their abilities.

In a house of diplomats, a noble is groomed to harness their majestic presence as a leader, adept at forging bonds and leveraging others to fulfill their goals. Renowned for their eloquence and unparalleled persuasive talents, these nobles command attention and respect in diplomatic circles. Furthermore, they possess a keen ability to extract insights and truths from others through subtle means, employing diplomacy and tact to navigate intricate political landscapes. Given the importance of maintaining their safety amidst the delicate dance of diplomacy, nobles of this house are typically accompanied by a guardian for martial protection. This ensures their safety while they focus on the intricacies of negotiation and alliance-building, allowing them to wield their influence with finesse and confidence.

Noble Guardian

At 1st level, you gain an additional attendant who serves as your guardian. This individual may be someone assigned to protect you or a hired protector chosen by you or your family. Regardless, they are unwaveringly loyal to you and dedicated to ensuring your safety. Your guardian will go to great lengths, even risking their own life, to protect your well-being. Treat your guardian in the same manner as a normal attendant, with the exception that they are proficient in both light and medium armor as well as simple and martial weapons. Additionally, while you are within 120 feet of your guardian and they are aware of your presence, you may add your Proficiency bonus to their attacks, damage rolls, and saving throws. At 6th level, your guardian gains the Extra Attack feature, allowing them to make two attacks when they take the Attack action. Upon reaching 11th level, you gain the ability to command your guardian to perform actions as a bonus action instead of requiring a full action. This allows for greater flexibility and efficiency in directing your guardian to respond to threats or carry out specific tasks in service to your protection.

Demand Action

At 3rd level, you can assert your presence to compel an ally to act. By taking an action, you can force an ally to use their reaction to take an action of your choosing. However, using this ability reduces your majesty score by 1.

Diplomatic Persona

At 5th level, you gain additional abilities to utilize with your majesty score:
  • Destroy Morale: As a reaction to an ally defeating a hostile creature, you can declare victory, devastating the morale of your foes within 30 feet of you and the defeated creature. This reduces your majesty score by 4 points and forces affected creatures to make a Wisdom saving throw. On a failure, they lose half of their current hit points.
  • Assess Persona: As a bonus action, you can assess your opponent’s weaknesses, learning their saving throw bonuses, Charisma-based skill proficiencies, and emotional state. You must have a majesty score of at least 8 to use this feature.
  • Worthy to Save: As a reaction to being targeted by an attack and with your guardian within 5 feet of you, you can sacrifice your guardian’s ability to move and take action on your next turn to gain a +2 bonus to your armor class. If you are hit by an attack within 2 points of your armor class, your guardian absorbs the damage instead, but using this ability reduces your majesty score by 2 points.

Contrive Defense

At 7th level, you can influence allies or enemies to react in a way that benefits them or exploits their weaknesses. You can have a creature trade their physical or mental saving throws for a different type of saving throw as a reaction to a saving throw, or as a bonus action on your turn. This feature allows for tactical adjustments to resistances or vulnerabilities in combat.

Masterful Diplomacy

At 11th level, you gain the following abilities to utilize with your majesty score:
  • Berating Words: By berating an enemy targeting you or an ally, you can force them to miss their attack roll. This ability reduces your majesty score by 1.
  • Exert the Self: You can end charm or fear effects on yourself as an action by reducing your majesty score by 2.
  • You Know Me: You establish a telepathic-like bond with a select group of creatures, allowing them to understand basic commands conveyed through your body language.

Shatter Persona

At 14th level, you can verbally assault a creature within 60 feet, potentially dealing significant damage, reducing their maximum hit points, imposing disadvantage on certain skill checks, and stunning them temporarily. This ability can only be used once per long rest.

Supernal Majesty

At 18th level, your ability to manipulate others with your majesty becomes nearly supernatural. Creatures cannot ignore or gain advantage against your abilities due to resistance or immunity to charm effects, unless they successfully resist your sheer presence with a Wisdom saving throw. Once a creature fails this saving throw, they cannot attempt it again for 24 hours.
 
In the realm of myth, the noble lineage is intertwined with tales of enchantment and destiny. The wicked queen, possessing arcane powers shrouded in mystery, commands both fear and fascination. Her past is marked by dark deeds and tragic choices, shaping her into a figure of intrigue and dread. Contrastingly, the fairy tale princess embodies purity and innocence, her gentle demeanor attracting the woodland creatures as natural companions. Her past is veiled in secrets, perhaps a hidden lineage or a forgotten prophecy, but her affinity with nature speaks of a deeper connection to the mystical forces at play. Then there is the prince charming, a paragon of chivalry and valor, whose noble lineage compels him to defend the weak and uphold justice. His past may be fraught with battles against tyranny or personal sacrifices made for the greater good, forging him into a beacon of hope and heroism. Yet, behind every noble of myth lies a tale of tragedy or destiny. Whether cursed by ancient magic, exiled from their homeland, or bound by a fateful prophecy, each noble bears the weight of their past while striving to fulfill their predetermined role in the grand tapestry of myth and legend.

Mythic Woe

Upon reaching 1st level, a mythic woe becomes an integral part of your character’s backstory, shaping their magical or mythic essence. Whether cursed by a witch or afflicted by a mysterious ailment, this woe defines their existence. Despite its origin often shrouded in mystery, the character may grapple with their woe, striving to overcome its influence, or they may choose to embrace it as part of their identity. They must select at least one Mythic Woe from the options provided below.
  • Cursed: You bear the weight of a curse, akin to the effects of the bestow curse spell. However, this curse is enduring and unyielding, unable to be lifted except through the potent magic of a wish spell or by the demise of the creature responsible for casting it upon you.
  • Exiled: You exist in a state of exile, unaware of your noble lineage and rightful place in the world. Despite this lack of awareness, you possess a remarkable charisma and inner conviction that hints at your noble heritage. However, the source of this entitlement remains a mystery to you. Throughout your exile, you are discreetly observed by at least one entity from a list of possible watchers, such as a deva, cambion, centaur, dryad, faerie dragon, night hag, pixie, satyr, or sprite. This guardian may observe you from a distance or may even be involved in raising you under a disguise, serving as a loyal companion or friend rather than a mere attendant. Until you become aware of your true nobility, you are unable to benefit from the maximum +4 bonus on the Majesty Score Table when rolling your majesty score.
  • Forever Sleepy: You suffer from an eternal affliction known as Forever Sleepy, rendering you susceptible to sleep spells and similar effects regardless of any other immunities you may possess. When targeted by such magic, your hit points are considered halved. Additionally, you must select a specific creature to be your soulmate or savior. If you fall victim to a magical sleep effect, you enter a permanent slumber from which you cannot awaken until your soulmate or savior kisses you on the forehead or lips. Should this chosen individual perish, you will only awaken when another creature performs the same act of affection. Once you have been awakened from a permanent slumber, you become immune to such effects in a permanent manner, although you remain vulnerable to them until that point.
  • Honesty: You are bound by the enchantment of Honesty, compelling you to speak nothing but the truth whenever you are questioned. However, the truth you speak is subjective and based on your personal understanding of reality. Despite this, you cannot intentionally deceive or utter falsehoods while under this magical compulsion.
  • Midnight Form: As night falls and you’re within 1 mile of an unobstructed view of the starlit sky, a mysterious curse takes effect. You undergo a transformation into one of three creatures from the Monsters Manual: an orc of your gender, a frog, or a swan (utilizing hawk stats). In this altered state, you forfeit all your class features and abilities, functioning solely according to the capabilities of the chosen creature. As the sun rises, you revert to your original form, feeling refreshed as if you’ve had a full night’s rest, regardless of any actual sleep. This affliction is linked to some form of doctrine, creed, or curse, often steeped in poetic symbolism. Discuss with your Dungeon Master the potential methods to lift this curse or the guidelines required to evade the transformation, should you endeavor to break free from its grasp. While you have the option to select a different creature from the Monsters Manual, it must not possess statistics superior to those of an orc. If you perish while in your transformed state, you automatically revert to your natural form.

Body of Majesty

Upon reaching 1st level, you possess an innate and exceptional allure, characteristic of your race and gender. Your presence commands attention, standing out even among diverse crowds, and individuals of other races find you undeniably appealing. Maintaining physical fitness comes effortlessly to you, and you rarely appear disheveled or soiled unless you deliberately choose to do so. Furthermore, your facial features exhibit perfect symmetry, enhancing your overall attractiveness. When determining your majesty score, you add your Charisma modifier to the result, reflecting your charismatic charm and magnetic presence. Additionally, you gain proficiency in either Deception, Intimidation, or Persuasion. As you advance to 2nd level, you refine your expertise in one of these skills, gaining mastery in its application.

Mythic Mark

Upon reaching 3rd level, you begin to shape the mythos surrounding your identity. Choose two of the following abilities. At 5th, 7th, and 14th level, you may select another ability from this list.
  • Allure: You embody sheer magnificence, capable of captivating all who lay eyes upon you. By using your action to unveil yourself or perform a dramatic gesture such as singing or playing an instrument, you can compel 3d6 creatures of your choice within 30 feet to make a Wisdom saving throw. Those who fail are charmed by you until the start of your next turn, becoming significantly distracted. Attacks against them have advantage, while their attacks against others have disadvantage. To utilize this feature, you must possess a majesty score of at least 6, and using it reduces your majesty score by 2.
  • Animal Companion: You forge a profound bond with an animal companion or a swarm of creatures, considering them your steadfast companions and loyal allies. Select a beast with a challenge rating of 1 or lower, no larger than Large. You add your proficiency bonus to the creature’s AC, attack rolls, damage rolls, saving throws, and skills it is proficient in. Its hit point maximum equals either its normal maximum or four times your noble level, whichever is higher. Commanded by you, the beast acts on your initiative, following your verbal directives. You can command it to move, take specific actions, or use a bonus action to command it, reducing your majesty score by 1. At 11th level, you require only a bonus action to command your animal companion. If your companion perishes, you can bond with another by spending 8 hours with a non-hostile beast of the same or a different type.
  • Cruel Magic: You wield enigmatic magical abilities capable of inflicting harm, whether for defensive purposes or to assert dominance. You gain two cantrips of your choice from the following list: acid splash, chill touch, eldritch blast, fire bolt, or shocking grasp. Using Charisma as your spellcasting ability, when your majesty score is at least 10, you can cast certain spells by reducing your majesty score. Choose three spells from the following list, which you can cast using Charisma: blindness/deafness (2 points), burning hands (1 point), lightning bolt (3 points), ray of sickness (1 point), thunderwave (1 point), or witch bolt (2 points). You may increase the spell level by further reducing your majesty score by 1 per level increase, up to a certain limit determined by your spellcasting levels. Your noble class levels count as full spellcasting class levels. However, you cannot cast spells beyond the level of spell slots you would have access to according to your spellcasting level. For example, even if you select lightning bolt as a spell at 3rd level, you cannot cast it until you have spell slots of sufficient level, equivalent to having at least 5 levels in a full spellcasting class.
  • Eyes as the Ocean: Your eyes possess a serene softness, resembling the gentle blue of distant waves. As an action, you can fix your gaze upon a creature, flashing them with your stunning eyes. The targeted creature must then make a Wisdom saving throw. On a failed save, they are charmed by you for 1 minute, unable to take actions or move as long as they can see you. At the end of each of their turns, the affected creature can attempt another saving throw to end the effect. To utilize this ability, you must have a majesty score of at least 12, and using it reduces your majesty score by 3.
  • Hair of Gold: Your hair transforms into a radiant, shimmering blonde, flecked with golden flakes. It grows at an extraordinary rate, allowing you to cut a piece worth 500 gold pieces without affecting its length once per week. The magical properties of your hair make it highly desirable, with its value increasing each week it remains uncut. After one month of growth, your hair extends to your feet, acting as a shield you are proficient in, granting a +2 bonus to your armor class. However, word of your enchanted hair may attract unwanted attention from both bandits and practitioners of dark magic.
  • Lips of Rose Red: Your lips possess a perpetual deep rose-red hue that never fades or smudges. As an action, you can kiss a creature, granting them the effects of the haste spell for 1 minute without requiring concentration. To use this ability, you must have a majesty score of at least 10, and its use reduces your majesty score by 2.
  • Maidenshield: Your purity radiates a protective aura, akin to the sanctuary spell, as long as you abstain from certain impure activities such as sex, alcohol, and excessive indulgence. This sanctuary effect surrounds you, offering protection against attacks as long as you do not target hostile creatures or use abilities that harm them. As a bonus action, you can extend this protection to another creature within 30 feet, sacrificing the sanctuary effect on yourself. Sustaining this effect on another creature requires your concentration and purity. If you engage in impure activities, you must spend one day in atonement to regain this ability.
  • Valiant Form: With a bonus action, you can assume a valiant form, inspiring allies within 60 feet. Allies who can see you gain temporary hit points equal to twice your noble class levels. Additionally, your armor class increases by +2, and you gain a bonus to attack and damage rolls equal to your Charisma modifier. You also choose a creature within 60 feet to protect; if it is attacked, you can move toward it as a reaction. Once per use, you can use your hit points pool from encouraging words to heal yourself. This form lasts for 1 minute, and you can’t use it again until after a short or long rest.
  • Voice of Wonder: Your singing voice possesses divine allure, granting affected creatures an additional 1d12 temporary hit points when you use your encouraging words feature while singing. Once used, this feature requires a long rest to be used again. Additionally, with a majesty score of at least 10, you can cast geas once before requiring a long rest.
  • Woodland Majesty: You gain power over woodland creatures, growing in potency as you level up. At 1st level, you gain access to the animal friendship and speak with animals spells, usable with a majesty score of at least 8. These spells function as described but are considered non-magical effects. Each casting reduces your majesty score by 1. At 5th level, you can cast conjure animals with a majesty score of at least 10. At 7th level, you can cast conjure woodland beings with a majesty score of at least 14. At 11th level, you can cast conjure fey with a majesty score of at least 16.
Some nobles dedicate themselves to the art of combat and warfare. Among them is the warrior princess, who took up the sword to defend her house from enemies, displaying both majestic presence and formidable combat skills. Similarly, there’s the young boy of a lord, clandestinely trained by his father in the ways of wielding a sword and leading in war, embodying the essence of a noble warrior with both courage and tactical prowess.

Bonus Proficiencies

At 1st level, you gain additional proficiencies. You are proficient in light and medium armor, and you can choose proficiency in four weapons, which can be either simple or martial. Additionally, you gain proficiency in one weapon from the signature weapon chart provided or in a unique weapon approved by your NM.
Name Cost Damage Weight Properties
Bola 1gp 1d4 bludgeoning 1/4 lb. Special, finesse, thrown (range 20/60)
Chakram 50gp 1d6 slashing 1 lb. Special, finesse, thrown (range 15/30)
Warfan 100gp 1d6 slashing 2 lb. Special, Finesse
Scourge 5gp 1d6 slashing 2 lb. Finesse

War Cry

Starting at 3rd level, you can sway the course of battle by unleashing a powerful war cry. As a bonus action, you emit your signature war cry, rolling a 1d6. You must then use your action on the same turn to attack an enemy, adding the result of the die as a bonus to your attack. If your attack lands, you gain half that number (minimum 1) as a bonus to both attack and damage rolls for 1 minute. Furthermore, if your initial attack succeeds, allies within 60 feet who witness your strike gain a bonus on their next attack roll equal to the result of the 1d6 roll, provided their attack occurs within a number of rounds equal to your levels in the noble class. This feature can only be used once each time you roll initiative.

Extra Attack

Starting at 5th level, you can make two attacks instead of one whenever you take the Attack action on your turn.

Uncanny Grace

Upon reaching 7th level, you’ve mastered the art of using your majestic presence to maneuver in combat. By reducing your majesty score by 1, you can take a Dash, Disengage, or Dodge action as a bonus action. You must have a majesty score of 6 or higher to use this feature.

Majestic Strike

At 11th level, you can empower yourself with your own majestic strikes. When you hit a target creature, you may decrease your majesty score by 2 to deal an additional 2d6 damage of the same type as your weapon. You can further decrease your majesty score by 2 to increase this extra damage by 1d6, up to a maximum of 5d6 extra damage by reducing your majesty score by 8.

Legendary Acrobatics

Upon reaching 14th level, you can inspire yourself to perform incredible feats of acrobatics. As a bonus action and by reducing your majesty score by 4, you enter a state of exceptional combat prowess. Your movement speed increases by 10, you gain the ability to make a third attack when taking the Attack action on your turn (for a total of 3 attacks), and you have advantage on Dexterity saving throws and Dexterity skill checks. This state lasts for 1 minute or until dismissed. Afterward, you must reduce your majesty score by an additional 4 (if possible), or you gain one level of exhaustion.

Unrelenting

At 17th level, your willpower and presence allow you to endure prolonged combat. When your hit points are above half of your maximum, you can use a bonus action and reduce your majesty score by 1 to utilize your Encouraging Words healing pool to restore your morale and heal yourself normally.

Attendant

Medium humanoid (any race), your alignment
Armor Class: 14 (leather)
Hit Points: 12 (2d8 +2)
Speed: 30 ft
STRDEXCONINTWISCHA
10 (+0)15 (+2)12 (+1)12 (+1)13 (+1)14 (+2)
Skills Perception +2
Senses passive Perception 13
Languages One language that you speak

Actions

Dagger. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d4 +2)

Guardian

Medium humanoid (any race), your alignment
Armor Class: 16 (breastplate)
Hit Points: 31 (4d10 +7)
Speed: 30 ft
STRDEXCONINTWISCHA
15 (+2)14 (+2)16 (+3)10 (+0)10 (+0)10 (+0)
Senses passive Perception 10
Languages Common
Noble Synergy. Whenever a guardian finishes a long rest in the presence of the noble they serve, they gain temporary hit points equal to the noble’s Charisma modifier times their levels in the noble class.

Actions

Longsword. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d10 +2)

Restrictions

  • There are no special restrictions for this class, unless noted elsewhere.

Hit Dice: 1d6
Hit Points At 1st Level: 6 + constitution modifier
Hit Points At Higher Levels: 1d6 (or 4) + constitution modifier per level after the 1st

Proficiencies:
Armor Proficiencies: none
Weapon Proficiencies: One simple weapon of your choice

Tools: Two instruments of your choice
Saving Throws: Charisma and Wisdom
Skills: Choose any three from Acrobatics, Animal Handling, History, Insight, Intimidation, Medicine, Nature, Perception, Persuasion, or Religion

Equipment:
You start with 150 gp to spend on equipment. The following equipment is a suggested shopping list:

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

Majesty Score Modifiers

Bonus/PenaltyCircumstance
+4You are in a region where your noble house or title is considered influential.
+2You are in a region where noble houses or aristocratic titles are considered influential.
+1You are travelling with individuals (other than your attendants) who consider your title or nobility as influential or worthy of respect.
-3You are in a region where noble houses or titles are not respected, valued, or honored.
-2You are travelling with individuals (other than your attendants) who consider your title or nobility as something that is not very influential or worthy of respect.
+/-Your NM may vary bonuses or penalties based on various circumstances they deem necessary similar to the above situations.

Multiclassing and the Noble

You either are or are not a noble. You cannot multiclass into this class, though you are able to multi-class out of it.

Source: Adaptation of The Noble.