Base Class: Bard
Ever since the dawn of time, there has always been a princess in one shape or another. Many are objects of adoration—a beauty to behold, admired by all. It is not uncommon to hear tales of princesses captured by dragons, tyrants, or malicious beings, for a princess is viewed as the ultimate prize. But few realize what a princess has learned and experienced in her upbringing.
Most princesses are educated in the refined arts to prepare them for betrothal: dancing, singing, embroidery, high-court etiquette, and diplomacy. These talents elevate her stature, but in the hands of an adventurer, they become formidable instruments of power.
Note: This subclass is made in complement of t he College of Princehood subclass. You are allowed to pick either subclass regardless of your character's gender.
Level 3: Royal Presence
Your regality, nobility, and authority are undeniable. You gain proficiency in the History and Persuasion skills. Additionally, you have advantage on Charisma checks made to interact with nobility, government officials, and creatures with regal status (such as lords, dragons, celestials, and deities).
When you cast a spell that requires concentration and inflicts the charmed condition, you can alter its range into an aura centered on you. The aura extends to an Emanation equal to half the spell's original range (a range of Touch remains Touch). Instead of the spell’s normal targeting rules, a target of your choice makes the saving throw when it enters the aura for the first time on a turn or starts its turn there. The charmed condition ends on a creature immediately when it leaves the aura. Once up to your Charisma modifier amount creatures have gained the charmedcondition this way, this aura can no longer target other creatures.
Level 3: Gracefulness
While you are wearing light armor or no armor, your movement speed increases by 10 feet, and you gain a bonus to your Armor Class and Initiative rolls equal to half your Charisma modifier (rounded down, minimum of +1).
Additionally, when you grant a Bardic Inspiration die to a creature, other willing creatures of your choice within 10 feet of you gain temporary hit points equal to the number rolled on your Bardic Inspiration die. This does not expend additional Bardic Inspiration uses.
Grace Under Pressure. If you take damage from an attack roll, this feature's speed, AC, and Initiative bonuses are suspended until the start of your next turn. You can reactivate them early by using an action to expend a spell slot or a use of your Bardic Inspiration.
Level 6: Sworn Champion
As a bonus action, you can expend one use of your Bardic Inspiration and choose a willing creature within 30 feet of you to become your Sworn Champion for 1 minute (10 rounds). You can have only one Sworn Champion at a time; appointing a new one ends the effect on the previous champion.
While active, your Sworn Champion gains the following benefits:
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My Knight! At the start of the champion's turn, they roll one Bardic Inspiration die multiplied by the number of rounds elapsed since becoming your champion (e.g., 1 die on round 1, 2 dice on round 2, up to 10 dice on round 10) and gain that many temporary hit points.
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My Protector! When you are hit by an attack roll, the champion can use their reaction to take the damage instead. The champion then makes a Constitution saving throw with a DC equal to half the damage taken (minimum DC 10, maximum DC 30). On a success, the damage taken is halved, and the champion ignores any secondary effects triggered by the attack hitting.
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My Hero! Once per turn, when the champion scores a critical hit or reduces a hostile creature to 0 hit points, you regain one expended use of your Bardic Inspiration.
Level 14: Sovereign Command
As an action, you issue a royal decree to all friendly creatures within 60 feet of you other than yourself. If you know a Power Word spell (such as Power Word Heal or Power Word Kill), you can cast it as part of this same action without expending a spell slot by target-selecting eligible allies within range. If there are 2 or fewer affected allies, you may also target yourself.
Choose one of the following command effects:
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Brace Yourselves!. The next time an affected ally takes damage, they can make a Constitution saving throw (DC equal to your spell save DC). On a success, the damage is reduced by an amount equal to a roll of your Bardic Inspiration die + your Charisma modifier. (Using Legendary Resistance or automatic success features reduces the damage instance to 0).
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Raise Your Arms!. Affected allies have advantage on attack rolls until the start of your next turn. Additionally, once during this turn, an ally can add one roll of your Bardic Inspiration die to a damage roll.
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Awaken Your Spirits!. Each affected ally immediately ends one of the following conditions affecting them: Paralyzed, Petrified, Prone, or Stunned.
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Protect Your Sovereign!. Until the start of your next turn, whenever you take damage, you can divide and assign that damage among willing affected allies within range. You cannot assign damage to a creature if it would drop them to 0 hit points.
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