Class Features
As a noble, you gain the following class features.
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
Weapons: Simple weapons
Armor: Light armor, medium armor
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from Deception, Insight, Medicine, Performance, and Persuasion
Equipment
Nobles start with the following equipment in addition to the equipment granted by their background. Alternatively, use 5d4 × 10 gp to buy equipment.
a set of fine clothes
(a) a diplomat’s pack, (b) a priest’s pack, or (c) a scholar’s pack
a simple martial weapon and a light crossbow with 20 bolts
scale armor
two sets of artisan’s tools
Noble Path
Your noble path defines what kind of noble you are. You can choose the Path of the Brave, Path of the Heart, Path of the Mystic Royal, or Path of the Tactician. Your noble path gives you access to unique features and characteristics at 1st 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. Once you use this feature, you must finish a long rest before you can use it again.
Starting at 3rd level, you can simultaneously target 2 allies with this feature.
Starting at 7th level, you can use this feature again after you complete 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. Once you use this feature, you must finish a short or long rest before you can use it again.
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 feature 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. Once you use this feature, you must finish a long rest before you can use it again.
Starting at 13th level, you can use this feature again after you complete a short rest.
Ability Score Improvement
When you reach the 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.
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 of you can use their reaction to make a single weapon attack against a creature or object you choose within reach of your ally.
Noble Renown
By 10th level, tales of your fame (or infamy) have taken root in the hearts of the people. Your reputation 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. Once you use this feature, you must finish a long rest before you can use it again.
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 find and exploit the precise moment for a final attack. Once per long rest, Direct Ally targets up to 5 allies simultaneously.