TEXT: EN World EN5IDER | Chessmasters and Commanders
   
  writing A. Nova
   
  art Ellis Goodson
   
   Shannon White
   
  editing James Haeck
   
  layout Eric Life-Putnam
  S
  ome adventurerS work their whole liveS 
  to become great rulers, but to others, 
  nobility is just the beginning of the 
  adventure. In fifth edition, the noble background 
  provides this starting point, but what if you 
  want your character concept to be mechanically 
  supported from levels 1 through 20? The noble 
  character class gives you this choice, allowing you 
  to play and create valiant scions, naïve princes, 
  and highborn generals.
   
  Most nobles are hands-off characters, prefer-
  ring to achieve victory by empowering and 
  strengthening their comrades rather than doing 
  the dirty work themselves.
  Class Features
   ‣ Hit Dice. 1d6 per level of noble 
   ‣ Hit Points. 6 + your Constitution modifier
   ‣ Hit Point Advancement. 1d6 + your Consti-
  tution modifier per noble level gained
  Proficiencies
   ‣ Weapons: None
   ‣ Armor: None
   ‣ Tools: None
   ‣ Saving Throws: Charisma, Wisdom
   ‣ Skills: Pick two from: Deception, Insight, 
  Medicine, Performance, and Persuasion
  Equipment 
  Nobles start with the following equipment in 
  addition to the equipment granted by their back-
  ground. Alternatively, noble characters can start 
  with 5d4x10 gp to buy equipment. 
  Chessmasters
  and Commanders
  The Noble Class
  EN World EN5IDER | Chessmasters and Commanders
  
  Chessmasters and Commanders | EN World EN5IDER
  Ability Score Improvement 
  When you reach 4th level, you can increase an 
  ability score by 2, or two ability scores by 1. You 
  gain this feature again at 8th, 12th, 16th, and 19th 
  level. 
  Coordinated Attack 
  Starting at 5th level, your leadership allows you 
  and your allies to strike in unison. Once per turn 
  when you take the attack action, one ally within 
  30 feet can use his or her reaction to make a single 
  weapon attack against a valid target of your 
  choosing. 
  Noble Renown
  By 10th level, tales of your fame (or infamy) have 
  taken root in the hearts of the people. Your reputa-
  tion precedes you in any civilized settlement. By 
  revealing your identity, you gain advantage on all 
  Charisma (Persuasion or Intimidation) checks in 
  that settlement for the next hour. You may not use 
  this feature again until you complete a long rest. 
   ‣ Fine clothes.
   ‣ A diplomat’s pack, priest’s pack, or scholar’s 
  pack.
   ‣ A melee martial weapon and scale armor, or 
  two sets of artisan’s tools.
  Noble Path (1st Level)
  Your Noble Path defines what kind of noble you 
  are. You can choose between Path of the Brave, 
  Path of the Heart, and Path of the Tactician. Your 
  Noble Path gives you access to unique abilities 
  and characteristics at first level, and more at 2nd, 
  6th, 11th, 14th and 17th level. 
  Rallying Word 
  At 1st level, you can use a bonus action to make an 
  ally within 30 feet of you to regain hit points. The 
  amount healed is equal to 1d8 + your noble level. 
  After you use this ability, you must take a long 
  rest before you can use it again. Starting at 3rd 
  level, you can target two allies with this ability. 
   
  Starting at 7th level, this ability recharges after 
  a short rest.
  Direct Ally 
  You are better at guiding allies than engaging 
  the enemy personally. Starting at 2nd level, you 
  can use your action to allow an ally that can hear 
  or see you to make a single weapon attack, cast 
  a cantrip, or move up to half their movement on 
  your turn as a reaction. You can only use this abil-
  ity once per short or long rest. At 9th level, your 
  ally may instead choose to take the Attack action 
  or cast a spell with a casting time of 1 action as a 
  reaction.
   
  Starting at 17th level, you may use this ability 
  as a bonus action.
  Spur Ally 
  Beginning at 3rd level, you can use your reaction 
  to allow an ally to re-roll a failed saving throw or 
  ability check. You can only use this feature once 
  between long rests. Starting at 13th level, this fea-
  ture may be used again after a short or long rest. 
  Level
  Proficiency 
  Bonus
  Features
  1st
  +2
  Rallying Word, Noble Path
  2nd
  +2
  Path Feature, Direct Ally
  3rd
  +2
  Spur Ally, Rallying Word (2 allies)
  4th
  +2
  Ability Score Increase
  5th
  +3
  Coordinated Attack
  6th
  +3
  Path Feature
  7th
  +3
  Rallying Word (short rest)
  8th
  +3
  Ability Score Increase
  9th
  +4
  Direct Ally (extra action)
  10th
  +4
  Noble Renown
  11th
  +4
  Path Feature
  12th
  +4
  Ability Score Increase
  13th
  +5
  Spur Ally (short rest)
  14th
  +5
  Path Feature
  15th
  +5
  Expertise
  16th
  +5
  Ability Score Increase
  17th
  +6
  Direct Ally (bonus action)
  18th
  +6
  Path Feature
  19th
  +6
  Ability Score Increase
  20th
  +6
  Devoted Commander
  Chessmasters and Commanders | EN World EN5IDER
  
  EN World EN5IDER | Chessmasters and Commanders
  Expertise 
  At 15th level, you may double your proficiency 
  bonus to three of your skills or tool proficiencies.
  Devoted Commander 
  When you reach 20th level, your connection to 
  your party runs so deep that you can just find and 
  exploit the precise moment for a final attack. Once 
  per long rest, your Direct Ally grants an action to 
  up to 5 allies at the same time. 
  Noble Paths 
  Path of the Brave
  Few nobles possess the courage and selflessness 
  to walk the Path of the Brave. Those who do often 
  won their rank through deeds of valor, or are 
  descended from someone who did. 
   
  When you first choose the Path of the Brave you 
  gain the following features:
  Bonus Proficiencies
  You gain proficiency with simple weapons, melee 
  martial weapons, and with light and medium 
  armors and shields.
  Resilient Leader
  Your hit point maximum increases by 2 for every 
  noble level you possess.
  Dauntless
  Starting at 2nd level, you have advantage on sav-
  ing throws against spells and abilities that would 
  cause you to become frightened. 
  Combat Style
  At 6th level, you gain one Combat Style from 
  among those available to the fighter.
  Extra Attack
  Starting 11th level, you may make two attacks in-
  stead of one whenever you take the Attack action.
  Overwhelming Stroke 
  At 14th level, you learn a deadly technique. You 
  may choose to make a single weapon attack as an 
  action. If this attack hits, the target must make a 
  Strength saving throw (DC is equal to 8 + your 
  Charisma modifier + your proficiency bonus) or 
  be knocked prone and stunned until the end of 
  your next turn. This feature may be used three 
  times, and uses are regained after a short or long 
  rest.
  Lionheart 
  Beginning at 17th level, you cannot be frightened 
  and allies who can see or hear you have advan-
  tage on saving throws made to resist becoming 
  frightened. 
  Path of the Heart
  Nobles who follow the Path of the Heart lead 
  on subtle ways. They inspire loyalty out of their 
  empathy, kindness, and even their own ingenuity. 
  A noble who follows the Path of the Heart may 
  lack ambition, but they make up for it in honesty 
  and charm.
  Noncombatant
  You are the heart of your group, and you never 
  draw a weapon except in dire circumstances. You 
  have disadvantage on all attack rolls and lose 
  proficiency with all weapons and armor, includ-
  ing those granted by your race. You cannot gain 
  weapon or armor proficiencies from any source or 
  cast spells that deal damage or require an attack 
  roll or saving throw. 
  Aura of Innocence 
  When unarmored and not wearing any shield, 
  you reflect an air of vulnerability and innocence 
  that makes even the most heartless monster 
  hesitate to attack you. Your AC becomes 10 + your 
  Charisma bonus + your Dexterity bonus. 
  EN World EN5IDER | Chessmasters and Commanders
  
  Chessmasters and Commanders | EN World EN5IDER
   ‣ Cry for Attention. As a bonus action, you may 
  select a hostile creature. Until your next turn, 
  that enemy has advantage on attacks against 
  you and disadvantage to attack anybody else. 
   ‣ Cry for Help. When an enemy attacks you, 
  you may cry for help as a reaction. An ally 
  can use their reaction to move up to 30 feet 
  towards you and make a single weapon or 
  cantrip attack against that enemy. 
   ‣ Cry for Life. When an ally is reduced to 0 hit 
  points, you may use your reaction to allow 
  your ally to spend a number of hit dice equal 
  to half your level. They regain hit points 
  equal to the result + their Constitution modi-
  fier + your Charisma modifier. 
   ‣ Distracting Cry. As a reaction when an ally is 
  about to be attacked, you may impose disad-
  vantage on the attacker on all attacks made 
  against that ally this turn. 
   
  Starting at 14th level, you can use your cries 
  three times between short or long rests.
  Force of Personality
  At 6th level, you gain proficiency in the Persua-
  sion skill. Additionally, you add your Charisma 
  bonus (minimum 1) to the hit points recovered by 
  your Rallying Word.
  Tears of the Pure-Hearted
  The gentleness of your heart and the strength of 
  your love infuses your tears with magical power. 
  Starting at 6th level, you can use your action to 
  shed tears so they touch a friendly creature next 
  to you. The creature can spend any number of 
  hit dice to recover hit points, and if he or she is 
  blinded, charmed, deafened, paralyzed, or poi-
  soned; the condition ends. You must finish a long 
  rest before you can use this ability again.
  Stirring Words 
  Starting at 11th level, your allies add your Cha-
  risma bonus to their attack rolls when they are 
  granted attacks through your Vicarious Attack, 
  Cry for Help, Coordinated Attack, or Direct Ally 
  features. 
  Vicarious Attack
  When you take the Attack action, you can choose 
  not to make any attack. If you do this, one of your 
  allies can make a weapon attack against an enemy 
  of their choice or cast a cantrip targeting an en-
  emy of their choice.
  Bonus Proficiencies
  You gain proficiency with a set of artisan’s tools 
  of your choice and two skills. These skills can be 
  from the noble class list or from the following: 
  Animal Handling, History, Investigation, Nature, 
  and Religion. 
  Cries
  Starting at 2nd level, you gain the ability to use 
  cries to influence enemies and allies. You can use 
  two cries between short or long rests, but only 
  once per round.
  Chessmasters and Commanders | EN World EN5IDER
  
  EN World EN5IDER | Chessmasters and Commanders
  Loved by the People
  Starting at 14th level wherever you go people are 
  charmed by your love and compassion; they put 
  grudges aside and go out of the way to help you 
  and your allies to achieve peaceful goals.
  As long as you are within civilization, you and 
  your allies only need a tenth of the time needed 
  for downtime activities. 
  Heart’s Redemption
  Starting at 17th level, your words gain the abil-
  ity to turn even the darkest of monsters to your 
  cause. As an action, you may select a single hostile 
  creature that can hear you and shares a language 
  with you. That creature makes a Charisma saving 
  throw with a DC equal to 8 + your proficiency 
  bonus + your Charisma modifier. On a failed 
  save, the target can’t attack or cast spells targeting 
  your allies that turn. On a success, the target acts 
  normally. 
   
  At the beginning of your turn, you may use 
  your action to sustain the effect, requiring the 
  target creature to make a Charisma saving throw 
  at the beginning of each of its turns. After three 
  failed saves, the target stops being hostile to you 
  and your allies, and may flee or fight by your side 
  at the GM’s discretion. You need a long rest before 
  you can use this ability again.
  Path of the Tactician
  Though nobles who follow the Path of the Tacti-
  cian may seem like lazy aristocrats, always letting 
  others do the hard work while they keep their dis-
  tance and leeching off other people’s effort. That 
  couldn’t be farther from the truth. Tacticians lead 
  from the sidelines, guiding others with knowl-
  edge and strategy while keeping their distance. 
  Tactical Adaptability
  When you roll for initiative, you can switch your 
  initiative roll with any ally.
  Bonus Proficiencies 
  You gain proficiency with all simple weapons, the 
  longbow, the glaive, the halberd, and the whip. 
  You also gain proficiency with light and medium 
  armor. 
  Maneuvering Command
  Starting at 2nd level, you gain knowledge of tacti-
  cal maneuvers that you can direct your allies to 
  use in combat. 
   
  Maneuvers. You know two maneuvers from 
  those available to the battlemaster. You can choose 
  any maneuver except for Rally, Commander’s 
  Strike, Riposte, and Parry. You learn one addi-
  tional maneuver at 6th, 11th, 14th and 17th level. 
  You cannot use these maneuvers yourself.
   
  If the maneuver requires a saving throw, the 
  DC is equal to 8 + your proficiency bonus + your 
  Intelligence modifier. 
   
  Superiority Dice. You have four superiority 
  dice, which are d6s. As a bonus action, you may 
  give a superiority die to an ally to allow that ally 
  to use a maneuver you know. If the ally already 
  has the Combat Superiority or Improved Combat 
  Superiority class features, they use a superiority 
  die of the appropriate size for their level instead 
  of a d6. If the maneuver is not used in a number 
  of rounds equal to your Intelligence modifier, the 
  maneuver is lost. You regain all spent superiority 
  dice after a long rest.
   
  You gain another superiority die at 6th level 
  and again at 14th level.
  Abandoning Path of the Heart
  A Noble can abandon Path of the Heart at any 
  time. That character loses all Path of the Heart 
  abilities, regains any lost proficiencies, and can 
  choose a different Noble Path. With the GM’s 
  consent, he or she can instead pick a different 
  class. These changes can be made at different 
  speeds depending of the needs of the campaign. 
  About 250 days of training during downtime is 
  enough for more open-world campaigns, but in 
  more cinematic campaigns, a particularly dra-
  matic moment could inspire a noble of the heart 
  to instantly retrain his noble levels into fighter 
  levels. 
  EN World EN5IDER | Chessmasters and Commanders
  
  Chessmasters and Commanders | EN World EN5IDER
  Rules of Engagement 
  Starting at 6th level, you and allies within 30 feet 
  of you add your Intelligence modifier to their 
  initiative.
  Focused Fire 
  Starting at 11th level, you can spend one supe-
  riority die as a bonus action to select an enemy. 
  Until the end of your next turn, creatures of your 
  choice within 30 feet may deal extra damage equal 
  to your superiority die when they damage the 
  chosen target.
  Renewed Superiority 
  Starting at 14th level, you regain a number of su-
  periority dice equal to your Intelligence modifier 
  each time you take a short rest. You cannot exceed 
  your normal maximum this way. 
  Tactical Mastery
  At 17th level, you can effortlessly identify your 
  enemies’ weaknesses. As a bonus action, you can 
  spend any number of superiority dice to expose 
  a single creature’s fatal weakness. Until the end 
  of your next turn, all weapon and spell attacks 
  against that creature have advantage and deal ex-
  tra damage as if all the superiority dice you spent 
  rolled the maximum result. 
  Multiclass Nobles
  Multiclassing requirements for Nobles are 13 in 
  Strength, Intelligence, or Charisma. The Noble 
  class grants no multiclassing proficiencies. 
  Chessmasters and Commanders | EN World EN5IDER
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/EN World EN5ider/EN5ider 034 - Chessmasters and Commanders - The Noble Class.pdf