Summoner Servant: Ruler | Class Features | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Summoner Servant: Ruler

Ruler servants are a highly supportive servant class that focuses not only on healing, but buffing their allies in combat. Additionally, rulers are also very adept at talking, diplomacy, and just being around people.   When creating a ruler servant, charisma should be the highest stat. Many rulers are generally lawful neutral, though this may not always be the case.
hit dice: D10
hit points at 1st level: 12
hit points at higher levels: D10 (or 6)+Con
armor proficiencies: Light, Medium, Heavy armor, and shields
weapon proficiencies: Simple Weapons and 3 Martial Weapons
tools:
saving throws: Charisma and Constitution
skills: Choose 3 from the list: Athletics, Intimidation, Performance, Persuasion, Medicine, Insight, History, Religion
starting equipment:
spellcasting:
The ruler servant gains a basic form of spellcasting at level 2. They use Charisma as their spellcasting modifier and use the spell list of Bards and Paladins. Their spellcasting focus is different from most others. While they can still use a component pouch, a more theme-fitting focus would be a flag, banner, or standard that they can attach to something like a lance. The spell save DC is 8 + Charisma mod + PB. Their attack modifier is their Charisma mod + your proficiency. Check the following list:      
Level Cantrips Known Spells Known 1 2 3 4 5
1 - - - - - - -
2 2 3 2
3 2 3 3
4 2 4 3 0
5 3 4 4 2
6 3 4 4 2
7 3 4 4 3
8 3 5 4 3
9 3 5 4 3 1
10 4 5 4 3 2
11 4 5 4 3 2
12 4 5 4 3 3
13 4 6 4 3 3 1
14 4 6 4 3 3 1
15 4 6 4 3 3 1
16 4 6 4 3 3 1
17 5 6 4 3 3 2 1
18 5 6 4 3 3 2 1
19 5 7 4 3 3 3 1
20 5 7 4 3 3 3 1
Whenever you level up, you get to switch out any spells for new ones that can be cast. You regain all of their slots after a long rest (8 hours in the ether).   Rulers also gain ritual casting.
class features:

PRE-CLASS SERVANT


Before hitting level 2, the servant is relatively simple. The servant has its own looks and personality, can use simple weapons, and is first summoned wearing either studded leather or scale mail. Its starting weapon can either be a shortbow with 20 arrows, 2 Handaxes, or a spear and shield. Because the servant is still very much a physical being, it can use other types of gear that it might want to use. They also have a set standard array for their sheet: 18, 16, 14, 12, 10, 8.
subclass options:

Ruler


Upon choosing this subclass at 2nd level, you gain the following traits:
  • At the end of a long rest, you can inspire up to 10 creatures. They must all be able to understand a language that you know. A short 1 minute speech is given and all those listening gain temporary hit points equaling 10 + yours charisma mod. These temporary hit points last until the end of the next long rest or after 24 hours.
  • You also now knows the Vicious Mockery cantrip. Use charisma as the spell modifier. DC is 8+your proficiency bonus + servant's Charisma mod.
  • You gain access to Divine Smites. Divine Smites utilize a spell slot and can be applied when an attack lands, dealing 2D8 radiant damage (add an extra D8 per spell slot above level 1 used). Undead and fiends take an extra D8 of radiant damage.

Rulers' Proclamations


At 3rd level, you gain your Proclamations, the main supportive abilities of the Ruler class. These special abilities can grant a variety of bonuses to both you and your party members. Proclamations have a total usage amount equal to your Proficiency Bonus and all uses recharge after a short rest.  
  • Ability Discernment: You can use an action to give you and up to 4 creatures within 30ft of you advantage on all saving throws until the start of your next turn.
  • Baptism Rite: As a bonus action, you can briefly empower an ally within 30ft of you. For the next minute, all attack rolls gain a bonus D6 in radiant damage (This changes to 2D6 at level 4, 3D6 at level 9, and 4D6 at level 13, and 5D6 at level 17+). Additionally, all necrotic damage and damage done by undead creatures are cut in 1/2.
  • Resolve Thyself: As an action, you can touch an allied creature and end an ongoing charmed or frightened condition.
  • Revelations: If your master gives you the Quick command card, you can use an action to automatically max-out the Critical hit threshold.
  • Word of Encouragement: You can use a reaction to add your Charisma modifier to either yours or any allied creature's ability check or save. Creatures must be within 30ft of you and must be able to hear you.
  •   You choose two proclamations at the end of a long rest. Finishing long rests allow you to switch out proclamations as needed.

    Aura of the Brave


    Your ruler servant's Noble Phantasm is unlocked at 5th level. As an action, your servant will summon a large 20ft radius aura around themselves that also produces bright light. All allied creatures in the aura gain the following benefits for the next 2 minutes:
    • All attack rolls are done with advantage.
    • All enemy attack rolls are done with disadvantage against buffed creatures.
    • Creatures in the aura can not be frightened or charmed.
    • Creatures in the aura that drop to 0 HP instantly stabilize.
    Your servant has to hold concentration on the effect. The servant also gains an AC bonus equal to your proficiency bonus.

    Extra Attack


    At level 5, you can make two attacks whenever you take the attack action.

    Battlefield Inspiration


    At 7th level, your ruler's leadership increases some more to benefit allies in battle. As an action, you give a short yet rallying speech during combat. All allied targets within 60ft of you that can hear you heal by 1D12 + your PB at the start of their next turn. This action can be done once per long rest.

    Grand Aura


    At 10th level, your servant's Noble Phantasm increases in power. As an action, your servant will create a massive pulse of energy in a 30ft radius of them. All allied creatures in the zone regain an amount of HP equal to the servant's Charisma mod x 4. Along with the effects from the original Noble Phantasm, some new effects are also applied:
    • They gain resistence to all forms of damage.
    • They gain advantage with saving throws against any type of harmful damaging effect.
    • They gain 20 temorary HP.
    The duration is now 5 minutes but the servant can not take any actions, bonus actions, or reactions for the duration. They do however gain advantage on concentration checks and once again gains the AC bonus.

    Aura of Willpower


    At 13th level, your servant's leadership has manifested itself as a passive aura. The aura has a 15ft radius and emits a dim light. A bonus action can be used to toggle the aura on and off. While its on, both the servant and nearby allies in the range gain the following benefits:
    • They can not be poisoned.
    • They can not be charmed or frightened. If they currently are, entering the area will remove any current effects.
    • If a creature's HP drops to 0, they instead stay at 1. If the creature is attacked again, they drop to 0, but remain stable.

    Aura of the Divine Blessing


    At 20th level, your servant's Noble Phantasm increases to its maximum power level. Upon activation, the servant gains a 30ft radius aura for 10 minutes that grants the following benefits to nearby allies:
    • They become immune to bludgeoning, piercing, and slashing damage of all types along with the previous resistences.
    • All attack rolls can automatically register as a hit, but can't crit. The creature decides if they still want to roll in which case, they roll with advantage.
    • Creatures always succeed against harmful damage effects.
    • All creatures heal back up by 80 HP.
    Also upon activation, all enemy creatures within the zone must make a wisdom save (your DC). On a fail, they are frightened by you and your servant and can not repeat the save until they are at least 60ft away. This only occurs upon activation. Your servant can now also use their full turn while the aura is on.

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    n0753w.

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