The Noble

Nobles, also known as patricians and colloquially as bluebloods, were the members of the highest social class in certain societies. They typically held special titles (such as baron, count, duke, and archduke and traditionally had more money and power than the other people in their society. Because of that, nobles tended to live a privileged existence, with servants, copious amounts of fine food and splendid residences. Kings and their families, such as the House of Organa, were nobles. 

Creating A Noble

While creating your Noble character, consider how you obtained authority and wh at you intend to do with it. You could be from a rich and prosperous family, who uses wealth to buy loyalty from those around you. Perhaps you are a military officer, who earns respect by leading from the front. How did you first come to power? Who or what do you consider your greatest enemies? If you no longer have the support of your subordinates, what will you do?

Quick Build

You can make a noble quickly by following these suggestions. First, make charisama your highest ability score, followed by Dexterity. Second choose the aristocrat background.

HIT POINTS

  • Hit Dice: 1d6 per Noble level
  • Hit Points at 1st Level: 6 + your Constitution modifier
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Noble level after 1st

PROFICIENCIES

  • Armor: Energy Shields
  • Weapons: Simple weapons, pistols
  • Tools: Choose any two
  • Saving Throws: Intelligence, Charisma
  • Skills: Choose any four skills.
  • Languages: Choose any three.

EQUIPMENT

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

  • • (a) a hold-out blaster or (b) any simple weapon
  • • (a) a tool kit or (b) a utility belt
  • • a diplomat's pack
  • • a credit stick with 1,000 credits

Influence

At 1st level, you can inspire others through stirring words or dire threats. To do so, use your bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Influence die, a d6.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Influence die, but must decide before the GM says whether the roll succeeds or fails. Once the Influence die is rolled, it is lost. A creature can have only one Influence die at a time. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Your Influence die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

Leadership: 

Starting at 1st level, your presence swells into a reserve of influence that you can extend to your followers. Your Noble level determines the number of leadership points you have, as shown in the Leadership Points column of the Noble table.

You can spend these points to fuel various Noble features. You start knowing five such features: Cease Fire, Delegate, Bless, Bane, and Presence. You learn more leadership features as you gain levels in this class. When you spend a leadership point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your remaining points back into your aura. 

Some of your Leadership features require your target to make a saving throw to resist the feature's effects. The saving throw DC is this case is equal 8 + your proficiency bonus + your Charisma modifier. At 6th level, the core Leadership features below can be used on two targets instead of one. This increases to three targets at 15th level of this class.

Cease Fire: Immediately after you or one of your allies reduces an enemy you can see to 0 Hit Points, you can expend 1 Leadership Point as a reaction to spare that enemy from death. The creature is instead left with 1 Hit Point and is stable, but is incapacitated for up to 1 hour. Additionally, you can use this on an enemy when they reduce one of your allies to 0 Hit Points.

Delegate: You can expend 1 Leadership Point as a bonus action to select one ally within 30 feet of you. That ally can then immediately make either a move or an action, chosen by you, if that creature moves, that movement does not provoke opportunity attacks. Additionally, you can use the help action at a range of 30ft.

Presence: When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, shouting a threat or demand that causes them to second-guess their attack before it hits or misses. Additionally, you can you your reaction to impose disadvantage on a deception or persuasion check against you.

Bless: You can expend 1 Leadership Point as a bonus action to select one ally within 30 feet of you. That ally gains the benefit of the Bless Force Power.

Bane: You can expend 1 Leadership Point as a bonus action to select one target within 30 feet of you. That target gains the benefits of the Bane Force Power.

Bonus Feat:

Starting at 1st level you can choose a Bonus Feat from the Bonus Feat List. You can choose another Bonus Feat at 3rd, 5th, 7th, 9th, 11th, 13th, 15th, 17th and 19th Level. 

Inspiring Speech:

Beginning at 2nd level, you can use your words of wisdom and motivation to revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your speech, each of those creatures regains 1d6 + Charisma Modifier hit points. The extra hit points increase when you reach certain levels in the class: to 2d6 at 9th level, to 3d6 at 13th level, and to 4d6 at 17th level.

Subordinate:

At 3rd level, your noble background allows you to call upon individuals to protect you; whether they do so out of being paid or out of fear or loyalty, association with your reputation as a military leader or subordinate, or as a debt to your family or to you yourself. Whichever the case, you are assigned one under your command. The subordinates statistics are dependent on what noble legacy you pick at this level. the DM will have their statistics. These individuals can serve as a personal aid, protector, bodyguard, or other capacity as you choose with unquestioning loyalty. Should your Subordinate be killed, you receive a new one in about 24 hours - provided you are in an area where civilized reinforcements can find you. Your legacy determines the NPC template for your Subordinate. (Your DM has the statistics, but generally they are of the same species as you, unless you wish otherwise).

You gain a better Subordinate at 7th and 11th levels.

Legacy:

When you reach 3rd level, your noble roots branch out to fulfill your true calling in one of three archetypes: Aristocrat, Officer, or Corrupt. All are detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th and 14th level.

Expertise: 

At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 10th level, you can choose another two skill proficiencies to gain this benefit.

Cutting Words: 

Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Noble Influence, rolling a Noble Influence die and subtracting the number rolled from the creature's roll. you can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability chheck succeeds or fails, or before the creature deals its damage. The creature is immune if it can't hear you or if it's immune to being charmed.

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 2 ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Wealth of Influence:

Beginning when you reach 5th level, you regain all expended uses of Influence when you finish a short or long rest.

Quick Learner:

By 9th level, you have explored the galaxy and learned many new things. Choose one skill and one language, you learn or gain proficiency in those choices. You gain proficiency in another choice at 14th level and again at 18th level. Alternatively, you can instead choose one skill with which you already have proficiency with, and gain expertise with it instead.

Superior Influence: 

At 20th level, when you roll initiative and have no uses of Influence left, you regain one use.

Cunning Wordsmith: 

Starting at 20th level, you are the epitome of of a charismatic individual, having spent years honing your wit and gaining the fear or adoration of many due to your demanding presence. Your Charisma scores increase by 4, your maximum for This score is now 24

.