The Noble
Hit Points
Hit Dice: 1d6 per noble level
Hit Points at 1st Level: 16 + Constitution Modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution Modifier per noble level after 1st
Proficiencies
Armor: Light
Weapons: Simple Weapons, Blaster Pistols
Tools: Any three musical instruments
Saving Throws: Dexterity, Charisma
Skills: Choose any five.
Credits: A 1st-level Noble starts play with 1d4 x 1000 credits.
NOBLE INSPIRATION
You can inspire others through stirring words or music. To do so, you use a 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 Noble lnspiration 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 Noble Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Noble Inspiration die is rolled. it is lost. A creature can have only one Noble Inspiration 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 Noble Inspiration 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.
Favor
The noble has the ability to call in favors from those they know. To call in a favor, the noble makes a favor check. Roll a d20 and add the character's favor bonus (+1 at 1st level, +2 at 3rd level, and so on). The GM sets the DC ranges from 10 for a simple favor to as high as 25 for highly dangers, expensive, or illegal favors. The noble can't retry the check for the same (or virtually the same) favor. A Noble can try to call in a favor a number of times in a week of game time that's equal to half their noble levels, rounded down with a minimum of 1. So at 1st level nobles can attempt to call in 1 favor, while as a 7th level noble they can attempt to call in favors as many as 3 times from different contacts.
JACK OF ALL TRADES
Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.
SONG OF REST
Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest, each of those creatures regains an extra 1d6 hit points.
The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.
NOBLE ARCHETYPE
At 3rd level, you delve into the advanced techniques of a noble archetype of your choice: Officer, Politician, Entertainer all of which 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.
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 two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
FONT OF INSPIRATION
Beginning when you reach 5th level, you regain all of your expended uses of Noble Inspiration when you finish a short or long rest.
COUNTERCHARM
At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).
Resources Access
By 10th level, a noble has access to an array of resources. Once per day, the noble can make a Charisma check to use those resources during the adventure. The value of resources gained equals the noble's class level multiplied by the result of the Charisma check multiplied by 20. Thus, a 10th-level noble who gets a result of 16 on their Charisma check would gain 3,200 credits' worth of resources to use in the adventure (10 x 16 x 20 = 3,200). These resources can take almost any form the noble chooses (within reason) and are theirs to do with as they please. They can keep them, use them, or give them away. The resources arrive 1D8 hours after the check is made. The resources must be reasonably available when and where they choose to make the check. Resource access tends to be monetary whereas favors tend to be benefits that can't necessarily be measured in credits.
The multiplier becomes a 30 at 14th level, and a 40 at 18th level.
SUPERIOR INSPIRATION
At 20th level, when you roll initiative and have no uses of Noble Inspiration left, you regain one use.
Noble Archetype: Officer
Leadership
Beginning at 3rd level, by directing the actions of others, an officer can increase their chances of success. This requires a Persuasion check (DC 10 + the number of allies to be assisted) and an action. A success grants a competence bonus on all his allies' skill checks for 1 minute (or a single task if it requires more than 1 minute to complete). The bonus is in the form of providing advantage. All allies to be affected must be within sight and voice range of the officer, and must be able to understand him.
Noble Archetype: Politician
Bodyguard
Beginning at 3rd level, the Politician is given a loyal bodyguard which protects their person from harm in the form of an NPC Soldier (Trooper Archetype). This bodyguard obeys the orders of the Politician and will fight alongside you acting on your initiative. This level will always be equal to 1/2 the Politician's total level rounded down. If this bodyguard is killed another will be requisitioned for the Politician and arrive in 1d6 days.
Noble Archetype: Entertainer
Diva's Words
At 3rd level, you learn how to use your words 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 Inspiration, rolling a Noble Inspiration 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 check 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.