Blackmoor’s nobles form the ruling classes of their respective races. Each race has its own rules regarding admission to the noble class, but generally a race’s wealthiest and strongest members are granted the privilege. Becoming a noble is but one step in a long progression to power. Each culture contains a distinct hierarchy of power, and each progression requires the mastery of a combination of both diplomacy and deceit.
The Regency Council has concurred with the king’s mandate that requires all noble-blooded individuals of races loyal to Blackmoor to spend five or more years traveling the land that they intend to rule. Most believe such a journey to be a mark of superiority as well as a mechanism to continue the noble’s training.
Adventures: Nobles found in adventuring parties are usually serving out their maturation period of travel or are on some mission important to their people. They sometimes disguise themselves so as not to attract the attention of thieves or others who would do them harm. Other nobles proudly ride into town with their standards held high for all to see. When nobles are found in an adventuring party, they are often trying to right some wrong or bring non-violent peace to an area.
Characteristics: A noble’s strength comes from his extraordinary ability to use language and diplomacy to achieve his goals. Most nobles do not make good fighters; they can often completely avoid fights through negotiation. This skill is not only politically beneficial to a ruler, but it also aids his survival in a hostile environment.
Background: The nobles’ rise to power has been well- recorded throughout history. They have brought victory to their peoples and proven to be competent leaders. Nobles are natural leaders and can inspire all around them to greatness, a skill that serves them well. Bound to their family names, nobles are tied to their people’s service. Some among them have tired of the responsibility and fled the burdens of their noble names for the seclusion of the frontier.
As a noble, you gain the following class features.
Hit Points
Hit Dice: 1d8 per noble level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per fighter level after 1st
Proficiencies
Armor: Light and medium armor, shields
Weapons: Nobles are proficient with all simple weapons, plus the longsword, rapier, short sword, and shortbow.
Tools: One musical instrument
Saving Throws: Intelligence, Charisma
Skills: Choose four skills from Athletics, Animal Handling, Deception, Insight, Intimidation, Investigation, Perception, Performance and Religion
Special Note: Background
Nobles must take the Noble background. The class skill selection above assumes the Noble background.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
You get a Advantage on all Charisma checks made with allies of your house. You take Disadvantage on Charisma checks made against enemies of your house or race.