Queen's Blade This is a class inspired by Noctis from Final Fantasy 15. Balancing help would be appreciated! Of Royal Blood Recognised or not, you are descended from an ancient line of royalty. Your blood ties you to an ancient prophecy, granting you visions and drawing you forward unto great things. This power may have taken time to manifest in you and might not have manifested in your parents or anyone in your family for some time, but it chose you. Celestial's Chosen While you are no cleric, you are chosen by a god of some sort. They may not be known to the rest of the world, from a different time and a different place, but you know them. They may speak to you at times, guiding you along your destined path. Queen's blade Level Proficiency Bonus Features MP 1st +2 MP, Warp 3 2nd +2 Spellcasting, Reflection 4 3rd +2 Royal Calling 5 4th +2 Ability Score Improvement 6 5th +3 Extra Attack, Magic Empowerment 7 6th +3 Calling feature 8 7th +3 Evasion, Improved Warp 9 8th +3 Ability Score Improvement 10 9th +4 Phase 11 10th +4 Link Strike 12 11th +4 Calling feature, Magic Mastery 13 12th +4 Ability Score Improvement 14 13th +5 Shift 15 14th +5 Ring of the Royals (Death) 16 15th +5 Ring of the Royals (Holy) 17 16th +5 Ability Score Improvement 18 17th +6 Calling feature, Ultimate Magic 19 18th +6 Ring of the Royals (Alterna) 20 19th +6 Ability Score Improvement 22 20th +6 Majesty Unleashed 25 Class Features As a Queen's Blade, you gain the following class features. Hit points Hit dice: 1d8 per queen's blade level.

Hit points at first level: 8+ your constitution modifier.

Hit points at higher levels: 1d8(Or 5) + your constitution modifier per queen's blade level after 1st. Proficiencies Armour: Light armour, Medium armour, Shields

Weapons: Simple weapons, Martial Weapons

Saving Throws: Dexterity, Charisma

Skills: Choose two skills from Acrobatics, Perception, Survival, Sleight of Hand, Insight, Intimidation, Persuasion, Stealth Equipment You start with the following equipment, in addition to the equipment granted by your background: An old, somewhat weathered ring that seems to appear near you whenever you lose it, but you can’t seem to put it on.

And, choose from:

And, choose from: (a) Leather armour or (b) Scale mail

(a) A light crossbow and 20 bolts or (b) two simple weapons

(a) A martial weapon and shield or (b) two martial weapons

(a) An Explorer’s Pack or (b) a Dungeoneer’s Pack Magic Points (MP) When you take this class at first level, you gain a reservoir of magical energy stored within you, called Magic Points or MP. The table for the Blade of the Queen class tells you how much MP you have. Your MP recovers when you take a long or short rest.

If you run out of MP, you enter Stasis until the start of your next turn. While you are in Stasis, you cannot take reactions or bonus actions. When Stasis ends, you recover 1 MP. Warp When you take this class at first level, you gain the power to teleport to your weapon. When you take the attack action, you may replace one attack with a Warp. You may throw your weapon up to 20 feet and teleport to it. Teleporting this way does provoke opportunity attacks, but they are made at disadvantage, and costs 1 MP. Additionally, you may use this ability to perform a Warp Strike, spending 1 additional MP to immediately make a melee attack against your target. If you throw your weapon as an attack, you cannot Warp to it. If you use this feature to attack an enemy within 5 feet of you before throwing your weapon, the attack is made at disadvantage.

Spellcasting Upon reaching second level, you gain the ability to channel your MP into spells. You can cast the Basic spells shown at the end of the class. Your spellcasting modifier is wisdom.

Spell save DC = 8 + Your wisdom modifier + your proficiency bonus

Spell attack modifier = Your wisdom modifier + your proficiency bonus

These spells require only verbal components. You can only cast curative magic twice per long rest. Reflection Starting from second level, you learn to remain calm even in battle. At the end of your turn, if you are not in Stasis and have not used your bonus action, you recover 1 MP. Royal Calling Beginning at third level, your blood gives you a deep calling to follow in the footsteps of one of your most powerful ancestors. Choose one from the Path of the Just, Path of the Wanderer, Path of the Wise and Path of the Pious. The features of these paths are listed after the general class features. Ability Score Improvement At fourth level, you may increase one ability score by 2 or two ability scores by 1, or you may take a feat. You gain this benefit again when you reach 8th level, 12th level and 16th level. Extra Attack At fifth level, you are able to attack twice instead of once when you take the Attack action on your turn. Magic Empowerment At fifth level, your magic grows stronger. You now cast Empowered Spells instead of basic ones. Evasion Starting from seventh level, when you are targeted by a spell that requires you to make a dexterity saving throw to take half damage, you instead take half damage on a failed save and no damage on a success. Improved Warp When you reach seventh level, using Warp never provokes attacks of opporutinity and if you take the attack action on your turn, you may replace any number of those attacks with Warps or Warp Strikes. Phase Beginning ninth level, you learn to use your ability to Warp in new ways to protect yourself. As a bonus action, you may spend 5 MP to enter a defensive stance and phase through enemy attacks - you gain the effects of Dodge until the start of your next turn. Link Strike When you reach tenth level, you have learned how to cooperate with your allies with masterful talent. When an ally makes an attack on an enemy that you are within 5 feet of, you may use your reaction to make a melee attack on that target at the same time. Magic Mastery At from eleventh level, you have mastered the techniques required to cast supremely powerful spells. You now Masterful spells instead of Empowered ones. Shift Starting from thirteenth level, you learn to use Phase just in the nick of time to prevent harm. Once per long rest, you can use Shift when you take damage to completely negate the damage from that single source of damage, and all extra effects that source would have caused. Ring of the Royals (Death) When you reach fourteenth level, the ring that seems to have been following you around finally deems you worthy. At the end of a long rest, you may put the ring on. Once you have put the ring on, it cannot be removed from your finger in any way. The ring begins to look less weathered, but it is clearly still not letting you access its full power. For now, you can use the ring to cast Death as an action using an amount of MP of your choice. The spell has a 30 foot range and affects a single target. That target must pass a constitution saving throw. On a failed save, the target takes necrotic damage equal to three times the amount of MP you spent to cast Death, or half as much on a success. If Death kills the target, you regain MP equal to half the amount you spent on the spell (round up). (Spells you cast with the ring are not affected by Magical Aptitude if you take the Path of the Pious.) Ring of the Royals (Holy) Upon reaching fifteenth level, the ring seems to have mostly recovered and allows you to access another of its spells - Holy. Holy operates differently from other spells, and functions as an addition to your Phase and Shift abilities. When an enemy attacks you and you have activated Phase, if their attack misses, you retaliate with a burst of holy flame. The flame deals radiant damage equal to your wisdom modifier. When you activate Shift after being hit, you now unleash a huge burst of holy flames upon your target. That target must pass a dexterity saving throw or take radiant damage equal to 5d10 + your wisdom modifier.

Ultimate Magic When you reach seventeenth level, you learn to push your magic above and beyond anything seen before. You now cast Ultimate spells instead of Masterful ones. Ring of the Royals (Alterna) When you reach eighteenth level, the ring accepts that you are ready for its full power. It grants you the ability to cast its most powerful spell - Alterna. As an action, you may spend all of your MP (Minimum of 15) to unleash the ring’s power and attempt to banish a single target to an alternative dimension. Roll a d100. On a roll of a 1 or a 100, the target is instantly and completely destroyed, leaving no trace of itself or any of the objects it was carrying or had equipped. Majesty Unleashed Upon reaching twentieth level, your royal blood reaches its full strength, resonating with your ring and allowing you to reach new heights. Once per long rest, you may unleash this power for one minute. For the duration, all of your attacks are made at advantage and all targets of your spells have disadvantage on their saving throws. Additionally, you may use Warp once as a free action on each of your turns and you can use Shift one more time per long rest. Royal Callings You have had many ancestors before you, but the ones who left their strongest legacy are the Just, the Wise, the Wanderer and the Pious. You may choose who you take after. Path of the Just Bastion of the Just You appreciate the value of a good defence in attacking. Starting from third level, You may wield a shield using both hands. If you do, you increase your shield’s AC bonus by half of your proficiency bonus rounded down. You may attack with your shield too. Its damage dice is 1d6 and you are proficient with it. You may use Warp with your shield as if it were a normal weapon.

If your shield is magical, treat it as a weapon with the same enhancement bonus. Additionally, you gain proficiency with heavy armour. Protect the Meek Your shield is not just for protecting yourself, but for others too. Starting from third level, when an ally within 5 feet of you is attacked, you may use your reaction to impose disadvantage on that attack. You must be wielding a shield. Bulwark of Hope Your shield protects all around you. Starting from sixth level, if you use the Help action, you may use Dodge as a bonus action. Additionally, when you take the Dodge action, allies within 5 feet of your gain a bonus to their AC equal to half of your shield’s AC bonus rounded down. For the Greater Good At eleventh level, your shield reflects all that your foes hate most. Once per turn, when you hit an enemy with a melee attack, you can spend 4 MP to make that enemy roll a wisdom saving throw. On a failed save, that enemy must spend its action on its next turn to attack you and has disadvantage on its first attack. Shield of the Just When you reach seventeenth level, the ring blesses you with the shield used by the Just, whose path you follow. The shield acts as a shield +3 and deals 1d8 bludgeoning damage. Additionally, when an attack misses your AC by an amount less than or equal to the AC granted to you by your shield, you and all allies within 5 feet of you recover HP equal to your proficiency bonus. The shield requires attunement. Path of the Pious Magical Aptitude You appreciate the power of magic to swing a battle in your favour and have honed your magical power nigh religiously. Starting from third level, you may add your WIS modifier to the damage of your spells. Improved Reflection Gaining great magical power would serve you little if you couldn’t cast your spells. Your study of your magic has granted you a much greater ability to rekindle your MP. Starting from third level, when your Reflection feature activates, you restore 2 MP. This bonus increases to 3 MP at fifth level, 4 MP at 11th level and 6 MP at 17th level. Point Warp At sixth level, you learn to use the layout of your battlefield to your advantage. You may use your action to Warp to a target location that is at least 15 feet away from an enemy. When you do so, you recover MP as if you used Reflection. Using Point Warp costs 1 MP. You may regain MP with Point Warp a number of times per long rest equal to your wisdom modifier. Careful Casting When you reach eleventh level, you learn to bend your spells around your allies. Whenever you cast a spell you can pick any number of targets within the area of effect that will take no damage and suffer no extra effects of the spell.

Scepter of the Pious Upon reaching seventeenth level, the ring blesses you with the weapon of the Pious, whose path you follow. The Scepter of the Pious is a difficult weapon to comprehend, taking many forms. No matter which form it’s in, the Scepter has the two-handed property. Your attack modifier with the Scepter is your wisdom modifier, and all of its weapon forms act as though they are a +3 weapon. For your first attack of each turn, the Scepter takes the form of a trident that deals 1d8 magical piercing damage. For your second attack, the Scepter takes your choice of form from a great axe with a d12 damage dice, or a greatsword with 2d6 as its damage dice. Both of the latter forms deal magical slashing damage. Additionally, while you have the Scepter, your Spell Save DC and Spell Attack Bonus are increased by 3 and all of your spells deal 3 additional damage or healing. The scepter requires attunement. Path of the Wanderer Wanderer's Stance Your journeys are long, and battles are long and arduous. You seek to end them as quickly as possible. Two weapons strike quicker than one, so you master the art of dual wielding. Starting from third level, when you use Two Weapon Fighting, you may add your modifier to the damage of the second attack. Blindside Fighting with honour is for knights, not adventurers. Starting from third level, you learn to strike at an enemy when their back is turned. When you make an attack on an enemy, if there is another ally within 5 feet of them, you gain advantage on your attack. Critical Eye At sixth level, you gain a knack for working out your target's weak points. You now land a critical hit on your target on a roll of a 19 or a 20. Additionally, the damage you deal while blindsiding an enemy is counted as magical for the purposes overcoming resistances. Critical Link Starting from eleventh level, you learn how to take your cooperation above and beyond any other. When you use Link Strike, if either you or your ally lands a critical hit, you both land a critical hit. Swords of the Wanderer At seventeenth level, the ring blesses you with the weapon of the Wanderer, whose path you follow. This weapon is a twinblade +3 that can separate into two separate swords that are also +3. You make the first attack of each turn with the Twinblade, which then separates into the two swords. (The second sword attack uses your bonus action.) The twinblade deals 1d10 magical piercing damage and the swords each deal 1d8 magical slashing damage. All of the weapons have the finesse property and can Warp Strike as normal. You perform Link Strikes with the twinblade.

Additionally, the swords grant you the speed of the Wanderer. When you land a critical hit on your turn, you may make an additional attack immediately afterwards with the sword weapon, for free. This can only occur once per turn. The swords require a single slot of attunement. Path of the Wise Dragoon's Dance You use your calm and tactical mind to make calculated strikes on the enemy from a safe distance using spears. Starting from third level, when wielded by you, spears or tridents have the Reach property. Additionally, the damage dice for a spear or trident becomes 1d8, or 1d10 if you are wielding it with both hands. Warp Dive You learn to use gravity to aid you in your warp strikes. Starting from third level, when you use Warp to perform a Warp Strike on an enemy, you may spend one additional point of MP to first warp 10 feet above the enemy before warping down upon them. If you do, you make your attack with advantage. On a hit, the attack deals additional damage equal your proficiency bonus. Lancet At sixth level, your wisdom grants you a new way to use your magic. You may use your action to cast Lancet. If you do, make a melee spell attack against your target. On a hit, the target takes radiant damage equal to your wisdom modifier. This damage is not affected by weaknesses or resistances. You regain HP and MP equal to the damage dealt. Dragoon Dive When you reach eleventh level, you learn to dive as the dragoons of old did. As an action, you may spend 10 MP to leap 120 feet into the air with a spear and then come crashing down upon your target with maximum force. Choose a landing zone within 30 feet. Targets within 5 feet of that area must make a dexterity saving throw. On a failed save, you land a critical hit upon that target, and you may add your proficiency bonus to the damage. On a successful save, you hit them with a normal attack and you may add your proficiency bonus to the damage. You can use this feature a number of times equal to your WIS modifier. Any expended uses of this feature are regained on a long rest.

Additionally, you no longer take damage from falling.

Trident of the Oracle Upon reaching 17th level, your ring blesses you with the weapon of the Oracle, who watched over He who took on the path of the Wise. The Trident of the Oracle is a Trident +3. The Oracle’s foresite guides its strikes, allowing you to make all of your Warp Strikes at advantage and add your full proficiency bonus to the damage of your Warp Dive. Additionally, the Trident acts as a Trident of Warning. You gain advantage on initiative rolls and, provided that you aren’t incapacitated by something other than non-magical sleep, you and allies within 30 feet of you cannot be surprised. The trident requires attunement. Magic Basic spells You gain access to basic spells at second level. You may only use curative magic twice per long rest. Cure You or a target you touch recovers HP equal to 1d6 + your WIS modifier. Casting Cure costs 3 MP. You may only cast Cure twice per long rest. Blizzard You release a burst of frost upon a target in melee range. Make a melee spell attack. On a hit, the target takes 1d10 cold damage. Casting Blizzard costs 2 MP. Fire You launch a ball of flame towards your target within 60 feet. Make a ranged spell attack. On a hit, the target takes 1d10 fire damage. Casting Fire costs 2 MP. Thunder You launch a small bolt of electrical energy arcing towards your target, who must be within 60 feet. The target must pass a dexterity saving throw or take 1d12 lightning damage. Casting Thunder costs 2 MP. Empowered Spells At 5th level, your spells become empowered spells. These spells replace your Basic spells. You can only cast curative magic twice per long rest. Cura You, or a target you touch, recover HP equal to 1d8 + your WIS modifier. Allies within 5 feet of the target also regain half as much HP rounded up. Casting Cura costs 5 MP. You may only cast Cura twice per long rest. Blizzara You release a large burst of frost upon targets within a 15 foot cone. Targets must make a dexterity saving throw or take 2d6 cold damage. Casting Blizzara costs 3 MP. Fira You launch a large orb of flame towards your target within 60 feet. Make a ranged spell attack. On a hit, the target takes 2d10 fire damage. Casting Fira costs 3 MP. Thundara You call a bolt of lightning down to strike your target within 60 feet. Your target must make a dexterity saving throw or takes 2d12 lightning damage. Casting Thundara costs 3 MP. Masterful Spells At 11th level, the power of your spells increases further. These spells replace your Empowered Spells. You can only cast curative magic twice per long rest. Curaga You, or a target within 10 feet, recover HP equal to 2d8 + your WIS modifier. Allies within 5 feet of your target also recover half as much HP. Casting Curaga costs 9 MP. You may only cast Curaga twice per long rest. Blizzaga You unleash a frigid burst of cold upon targets within a 20 foot cone. Targets must make a dexterity saving throw or take 4d6 cold damage and have their movement halved on their next turn. Casting Blizzaga costs 5 MP. Firaga You launch a roaring orb of flame towards your target within 60 feet. Make a ranged spell attack. On a hit, the target takes 4d8 fire damage and must pass a constitution saving throw. On a failure, the target is set ablaze and takes 1d6 fire damage at the start of each of its turns. As a free action, it may reroll its save on its turn. Casting Firaga costs 5 MP. Thundaga You call a powerful bolt of lightning to smite your foes. A target within 60 feet and all creatures within 5 feet of the target must pass a dexterity saving throw. On a fail, targets take 4d10 lightning damage and cannot take reactions until the start of their next turn. Casting Thundaga costs 5 MP. Ultimate Spells At 17th level, your spells reach their maximum potency. These spells replace your Masterful Spells. You can only cast curative magic twice per long rest. Curaja You and up to 5 targets of your choice within 30 feet of you recover HP equal to 3d8 + your WIS modifier. Casting Curaja costs 15 MP. You may only cast Curaja twice per long rest. Blizzaja You chill a 30 foot cone to absolute zero. Targets must make a dexterity saving throw or take 6d6 cold damage and have their movement reduced to 0. Targets who succeed on the saving throw suffer no loss of movement and take half damage. Casting Blizzaja costs 7 MP.

Firaja You launch a flaring sphere of flame towards your target within 60 feet. On a hit, the target takes 4d8 fire damage. Whether or not you hit, all creatures within 10 feet of the target must pass a dexterity saving throw or take 2d6 fire damage and be ignited. Enemies ignited this way take 1d6 fire damage on each of their turns. As a free action, on its turn, it may reroll the save. Casting Firaja costs 7 MP. Thundaja You call down an extremely powerful lightning bolt to smite your enemies. A target within 60 feet and all creatures within 10 feet of the target must pass a dexterity saving throw. On a fail, targets take 6d10 lightning damage, cannot take reactions or bonus actions until the start of your next turn. Targets who succeed the save take half as much damage and suffer no extra effects. Casting Thundaja costs 7 MP.