You are a prince of a faraway kingdom, an exile due to family problems when you were young. Now you can head back to your kingdom and rule.
Examples: Prince of a faraway land has a plot hook to rule.
- Skill Proficiencies: Take three skills of your choice. (Anything from Athletics,Sleight of Hand and Survival to anything)
Gain +1d6 health points for each skill.
- Tool Proficiencies: You gain +2d8 damage with all melee weapons regardless of circumstances, and you gain +10 temporary health points every long rest.
You gain 1d20 + 8d8 attack bonus every round.
- Languages: You automatically have common language and celestial, you have 2 other languages of your choice, including homebrew.
- Equipment: You gain Royal Weapons, which are the most powerful swords and bows.
These do around 1d100 + 8d8 + 1d20 damage + 20 every round.
At 15th level, you can do 400-600 damage every round.
You are a prince or princess of a faraway land, and anyone who is a noble will automically help you. If they do resist, they must do a charisma roll for 18-20.
Spell List
Calm Emotions, Summon
| Spell Level | Spells |
|---|---|
| 3rd | animate dead |
| 6th | conjure fey |
| 8th | antimagic field |
The spells:
All conjure spells
Calm
Suggested Characteristics
Always human.
| d1 | Personality Trait |
|---|---|
| 1 | A kind, benelovent ruler |
Contacts
Any noble from any kingdom, one god of your choice
| d1 | Contact |
|---|---|
| 1 | Royals, Nobles |
You may not seem like a royal, but you are.
You can hide for 1d20 turns from enemies.
You can indeed become king and become the ruler of said kingdom, the current ruler must crown you king, and that ruler is demoted to princess/prince, unless you are blood related to that ruler, in which nothing happens.
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