Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Action Surge. Usable once a combat. a burst of energy floods this noble, giving them another action and bonus action, the extra action only lasts for this turn and then fades away, the extra bonus action is permanent for the rest of the combat encounter.
Gilded Smite. Recharges every round. The next time this noble hits a creature with a melee weapon attack during the spell’s duration, their weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames.
At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spells ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.
Compelled Duel. Usable once per person and can only be used if the spell is currently not affecting anyone. This noble attempt to compel a creature into a duel. One creature that they can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to the noble, compelled by their divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this spell doesn’t restrict the target’s movement for that turn.
The spell ends if the noble attack any other creature, if they cast a spell that targets a hostile creature other than the target, or if the noble ends their turn more than 30 feet away from the target.
Parry. The noble adds 3 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon.
Legendary Action is usable once the conditions are met for the action, the action activates at the end of whoever s turn it is when the conditions are met. this action can only activate once a round.
Tax the Poor. can target anyone the noble can see within 30ft. When an enemy targets this noble, they can take 1d6 piercing damage for every 10 gold they have, if the target has no gold on them they instead heal 1d6 hp
Description
Nobles wield great authority and influence as members of the upper class, possessing wealth and connections that can make them as powerful as monarchs and generals. A noble often travels in the company of guards, as well as servants who are commoners. The noble's statistics can also be used to represent courtiers who aren't of noble birth.
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