A damsel in distress, with haes long flowing hair and luxuriant attire, awaits to be rescued. Haer seeming passivity and apparent victimhood is really a strategy, as the fates orchestrate haes destiny, aligning the world to always send haer a rescuer.
In the forest, a youth dwells with haes three aunties. Haes lips of blood red, hair of ebony, and voice of the gods highlight the majesty within haer…. Haes aunts, when hae is of age, reveal to haer a secret: hae is a Princex, a warden of the land, and it is haes time to meet haes fate.
The warrior Princex sits atop haes horse, armed with the regalia of warfare. Dignified and the epitome of gentility, this battle-hardened royal refuses to let haes land be threatened by haes foes. Hae draws haes sword and haes war cry rings through the air, before charging into the field of soon-to-be clashing steel.
Princexes are a unique class. Though at first glance, they seem little more than a background, this class is the harnessing, developing, and empowering of the archetypal roles, features, and skills of a Princex of legend.
Princexes are inherently dependent upon their title of being princexes. Should hae lose haes title, hae has Fallen. Should hae become a queen, hae has Ascended. Pay particular attention to these variant rules later, should hae ever Fall or Ascend. While many of haes features depend upon haes possessing the title of a Princex, a creature need not know hae is one to be affected by haes abilities.
It is important to understand what you are a Princex of. A small island? A vast empire? Who governs it? Is hae the ruler-to-be and an older relation is regent? Consider developing storyline arcs that force the Princex out of haes land or castle towards adventure and intrigue, so that hae can function with a party. Hae could be hidden away due to a cruel witch who wants to kill haer for vengeance against the Queen, for example; or perhaps hae was Cursed by an Archfey for insult and haes parents sent haer to be raised in seclusion, wishing to avoid the Curse’s fate befalling haer.
|Level||Proficiency Bonus||Features||Majesty Die|
|4th||+2||Ability Score Improvement||d4|
|5th||+3||Armor of Allies||d6|
|8th||+3||Ability Score Improvement||d6|
|12th||+4||Ability Score Improvement||d8|
|13th||+5||Charisma Score Increase||d8|
|14th||+5||Ability Score Improvement||d8|
|16th||+5||Ability Score Improvement||d8|
|17th||+6||Charisma Score Increase||d10|
|19th||+6||Ability Score Improvement||d10|
As a Princex, you gain the following class features:
You start with the following equipment, in addition to the equipment granted by your background:
At 1st level, you may choose a Princex lineage that decides your area of noble upbringing or traditions that were passed down to you. Your lineage is what makes you a unique type of Princex: Fairy Tail Princex, Warrior Princex, or the Noble Princex. You gain class features based on your Princex lineage as a 1st level Princex and again at 3rd, 7 th, 10th, 15th, and 18th level.
Starting at 2nd level, you acquire a benefit which befits how much you are destined for greatness. Choose one from below or one from your Princex lineage, if they provide additional options.
Plot Armour. Your life is beholden to Narrativia, whether you realise it or not. Whenever you would be hurt, affected by something adverse or fail—you instead are unharmed, unaffected, or succeed.
As a reaction to taking damage, failing a saving throw, or failing an ability check, you can instead take no damage, succeed your saving throw, or succeed your ability check. The Story intervenes and allows you to shine.
Once you use your Plot Armour feature, you cannot do so again until you finish a long rest.
Trueheart. You are blessed with the virtue of a pure heart, and because of this you are protected by a Sanctuary spell. The DC of this spell is 8 + your proficiency bonus + your Charisma modifier. The strength of this protection is based on your adhering to at least 3 rules of purity that are aligned with your culture’s values. If you have not broken these vows, creatures have disadvantage on their saving throw. If you willingly break a vow, you must recommit to the vows and gain another level in Princex for creatures to have disadvantage again.
If you break a vow or willingly try to harm a creature, your Sanctuary effect is suppressed until you finish a long rest.
Also at 2nd level, you learn how to utilize your majestic presence and authority to create various effects in the form of Majesty Dice. Your Majesty Die is a d4 and increases in die size as you gain levels in this class, as found on the Majesty Die column of the Princex class table. You have a number of Majesty Dice equal to half your levels in Princex, rounded up.
You start knowing three ways of using your Majesty Dice: Cheer, Rally, and Rouse described below. When you get this feature, you can spend one Majesty Die per turn.
Starting at 6th level, you can spend two Majesty Die per turn. The number you can expend increases at 11th level (to three dice), and again at 17th level (to four dice).
A Majesty Die is expended when you use it. You regain all of your expended Majesty Dice when you finish a short or long rest.
Some abilities that require expending a Majesty Die may require a creature make a saving throw. When a saving throw against your majesty is required, the DC is equal to 8 + your Proficiency bonus + your Charisma modifier.
As a bonus action, you can spend one majesty die to take the Help action to aid an ally that can see and hear you in attacking a creature. The target of this attack can be within 30 feet of you, rather than within 5 feet of you. Your ally adds your Majesty Die to their first attack roll and damage roll for the attack that has advantage.
As a bonus action, you can expend a number of Majesty Dice (up to your per turn limit) to designate an area within 30 feet of you as a 30-foot cube as a place to Rally that you fill with your morale-boosting inspiration. Add the Majesty Dice spent together to get a pool of rally points.
On a friendly creature’s turn that is within the area and that can see and hear you, they can reduce the Rally points up to a number equal to their proficiency bonus and add that to an attack roll, damage roll, or saving throw. They cannot reduce the pool of Rally points below 0. Allies can reduce these points to gain a bonus more than once, but not more than their proficiency bonus on a single roll.
As a bonus action on subsequent turns, if you are within the designated area, you can refresh the pool of Rally points by rolling the dice again. After 1 minute, this effect ends along with any unused Rally points.
As a bonus action, you can expend a number of Majesty Dice (up to your per turn limit) to heal a creature within 30 feet that can see and hear you by an amount equal to the Majesty Dice expended + your Charisma modifier. Additionally, if the creature is Prone, they can use their reaction to stand up without expending movement. If the target of this feature has maximum hit points, they gain temporary hit points equal to the result that would normally be healed.
Creatures at 0 hit points cannot be healed using this feature.
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 18 th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Alternatively, you can choose a feat (see Chapter 6 for a list of feats).
Starting at 5th level, allies near you can serve as extra protection from danger. When you are targeted by an attack, a willing creature within 5 feet of you is instead the target.
You can use this feature a number of times equal to your Charisma modifier, regaining all expended uses after finishing a long rest.
Starting at 9th level, you become as assured of yourself as you make those around you. You have advantage on saving throws to resist the Charmed and Frightened conditions. Additionally, you have resistance to Psychic damage.
Starting at 11th level, you get better at using your intuition to look like you know what you’re doing for the sake of maintaining a certain level of reputation. Because of this, before rolling an ability check you are proficient in, you can use your intuitive competency instead of rolling, choosing for the result of the check to be equal to your Princex level + your Wisdom modifier.
Once you use this feature, you cannot do this until you complete a long rest.
Starting at 13th level, you have such experience with utilizing your Charisma that you become better equipped to exploit it beyond normal creatures. You gain +2 to your Charisma score to a maximum of 22.
At 17th level, you gain +2 to your Charisma score to a maximum of 24.
Starting at 20th level, you are at the height of your regal graces, sublime and magnetic. You can roll d4s and use them instead of expending Majesty Dice for your Cheer, Rally, and Rouse features.
3 types of Princex lineages exist: Fairy Tale, Warrior, and Noble. These lineages help demonstrate how it is possible to vary in how princexes come to embody what it means to be a Princex.
Some princexes focus their energies on combat and warfare. The warrior Princex is one who does not shy away from martial combat and warfare, seeing it as haes place to be on the frontlines of a battlefield. Warrior princexes often have strong followers and allies who aid them in battle, galvanized by the presence of their fierce warrior Princex guiding them to victory.
|1st||Bonus Proficiencies, Battle Ready|
|18th||No One Left Behind|
Starting at 1st level when you choose this Princex lineage, you are proficient in light and medium armour and both simple and martial weapons.
Also at 1st level, you are better prepared to be in the front line of combat than other princexes. You gain the following benefits:
Starting at 1st level, you can quickly galvanize a group of troops or allies with an inspiring war cry. When you roll initiative and are not surprised, you gain advantage on that roll, and any number of friendly creatures within 30 feet of you that can see or hear you can move up to a number of feet equal to 5 your Charisma modifier (minimum 5 feet).
Beginning at 7th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Starting at 10th level, you can coordinate a series of strikes to quickly eliminate a target. The first creature you hit that has taken damage since the end of your last turn suffers an additional 1d12 damage.
Additionally, you can take the Cheer bonus action without expending a majesty die if you are within 5 feet of the creature you are taking the Help action against. If you do, you do not add your Majesty Die to the attack or damage roll.
Starting at 15th level, when you and your allies must make a saving throw against the same effect, you make your roll first. If you succeed on your saving throw, your allies gain advantage on theirs.
Starting at 18th level, you can use your Rouse feature on creatures that are at 0 hit points. Additionally, when you do so, or as a separate bonus action, you can move up to your feet in movement as long as you move closer to an ally that is at 0 hit points. During this movement, you have resistance to all damage and your ally heals an additional amount of hit points equal to 1d8 per opportunity attack that hits you during this movement.
Princexes with a noble lineage are the epitome of regal, instructed on how to utilise their majestic presence to be a leader, to create bonds that last, and to delegate and manage others in coordinated efforts. They are known for their prowess with words and immense persuasive talents. Additionally, princexes who are famed for their skill in diplomacy are known for their ability to gain insights and truths from others in subtle fashion. They are almost always accompanied by a guardian for martial protection.
|1st||Charismatic Armor, Noble Guardian|
|3rd||Assess Persona, Inspiring Authority|
Starting at 1st level, you can use the raw power of your personality to ward off attacks. As a reaction to being the target of an attack roll, you can expend a Princex hit die and change your armour class to 10 + your charisma modifier + 1d6. As a bonus action on subsequent turns, you can reassert your presence and reroll this 1d6 result, choosing the new roll or keeping the old one. Your Charismatic Armour lasts for 1 minute or until you dismiss it (no action required).
Creatures who are immune to the Charmed condition ignore the armour class granted by this feature and instead use your normal armour class.
At 1st level, you gain an attendant that acts as a guardian for you. This may be an individual assigned to protect you or someone you or your family hired, or someone just utterly devoted to protecting you. Regardless, they are loyal to you and seek to help you in anyway they can. They will even risk their life to protect your well-being.
Your guardian is proficient in light and medium armour and simple and martial weapons. They take their turn on your initiative, though they don’t take an action unless you command them to. On your turn, you can verbally command your guardian where to move (no action required by you). You can use your action to verbally command them to take the Attack, Dash, Disengage, Dodge, or Help action. When you give them a verbal command for a certain action, such as attacking a creature, they will repeat that command until told otherwise. You may add your Proficiency bonus to your guardian’s AC, attacks, damage rolls, and saving throws so long as you are within 120 feet of them and they are aware of your presence.
Should anything happen to your bodyguard, such as they die or can no longer help you, you can spend 8 hours a day over five days replacing them, assuming you take to the proper channels to request, recruit, or demand one and are in a reasonable location to do so, such as a city or town.
At 5th level in this class, when your guardian uses the Attack action, they can attack twice instead of once.
At 7th level in this class, you may command your guardian to perform actions as a bonus action instead of an action.
Medium humanoid (any race), your alignment
Armor Class: 16 (breastplate)
Hit Points: 31 (4d10 + 7)
Speed: 30 ft.
Passive Perception 10
Languages: Your language
Noble Synergy. Whenever a guardian finishes a long rest in the presence of the Princex they serve, they gain temporary hit points equal to the Princex’s Charisma modifier X the Princex’ level.
Longsword. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 5 (1d10 + 3)
When you choose your Destined feature as a 2nd level Princex, you can choose the option below instead of your normal options.
Social Expertise. You have refined your ability to interact socially. Choose two skills to gain proficiency in from Deception, Insight, Intimidation, Perception, or Persuasion. If you are already proficient in one or both of the skills you choose, you instead gain expertise in them.
Starting at 3rd level, by taking a moment to assess your opponent, you discover their weaknesses and may later act to exploit it. As a bonus action, you interact with them in some way to glean their weaknesses. Roll a Persuasion (Charisma) or Deception (Charisma) check against their Insight (Wisdom) roll. If you are equal or higher than their check, you gain the following information: their saving throw bonuses, all Charisma based skill proficiencies, and whether they are friendly, neutral, or hostile towards you, as well as any general emotional state the creature is currently in.
Also at 3rd level, you can use your princexly leadership to inspire others to do well at various tasks. As a reaction to a creature you can see attempting an ability check, you can expend a Leadership Die and roll it, adding to their check.
Starting at 7th level, you can use your grace and charm to render strangers friendly to you.
As an action, and by expending one Majesty Die per target, a number of humanoid creatures up to the amount of Majesty Dice you expended within 30 feet that can see you or hear you must make a Wisdom saving throw against your majesty or be charmed by you for 1 hour. A creature that is currently hostile towards you has advantage on their saving throw. If you or one of your companions harms the charmed creature, the condition immediately ends. The charmed creature regards you as a friendly acquaintance and when the effect ends they may continue to be friendly towards you, depending on how you treated them. A creature that successfully saves against this feature is immune to it for 24 hours.
Starting at 10th level, you can utilize the defeat of a foe to change the tide of battle by declaring you and your allies victorious, devastating the morale of your foes. As a reaction to an ally defeating a hostile creature, and by expending a majesty die, all other hostile creatures within 30 feet of you and the defeated creature who consider that defeated creature an ally must make a Wisdom saving throw against your majesty or lose half of their current hit points (rounded down).
Creatures who succeed their saving throw still feel a sense of dread and take psychic damage equal to your Majesty Dice + your Charisma modifier, but this damage cannot reduce a creature to 0 hit points. Creatures who have advantage against Charmed conditions may roll the saving throw with advantage. Creatures who are immune to being Charmed are immune to these effects.
At 15th level, you have the ability to cause your allies or enemies to react in a way that benefits them or exploits their weaknesses. As a reaction to a creature making a saving throw within 60 feet that you can see, you may have them trade their physical saving throws for a different physical saving throw and mental saving throws for a different mental saving throw. For purposes of this feature, physical saving throws are Strength, Dexterity, and Constitution and mental saving throws are Intelligence, Wisdom, and Charisma.
For a creature to resist this, have the target creature roll an Insight (Wisdom) check against your Persuasion (Charisma), Intimidation (Charisma), or Deception (Charisma). If you win the contested roll, they must use a different physical or mental saving throw of your choice. You cannot replace a physical saving throw with a mental saving throw, however, or vice versa.
Once you use this feature, you cannot do so again until you finish a short or long rest.
Starting at 18th level, you are at the height of your noble persona. Whenever you make a roll that involves a Charisma modifier, such as a saving throw or ability check, you can use your reaction to expend a Majesty Die. If you do so, you roll the die and add it to your result.
Daughter of the wicked queen who has mysterious powers. The Princex who keeps to the woods and has animals that flock to haer as hae effortlessly befriends them. The Princex who gallantly defends the weak who uses haer supernatural, fairytale presence to do so. All of these archetypes fit the princexes of myth, and perhaps are the rarest of all. They are the nobles of legend and fairy tale; they are the fabled and magical. When one’s nobility hails in the lineage of a fairy tale, they are often accompanied by either a woeful event that exists in their past or a destined fate that cannot be escaped… or both.
|1st||Mythic Woe, Absolute Beauty|
|3rd||Mythic Mark (2)|
|7th||Mythic Mark (3)|
|10th||Mythic Mark (4)|
|15th||Mythic Mark (5)|
|18th||Mythic Mark (6)|
At 1st level, a Mythic Woe is something in your past that defines you of your mythic or fairy tale background. Perhaps you were cursed by a witch or simply had a strange woe afflict you and you are oblivious to its origin. Regardless, you may struggle with your woe defining you, battle to overcome it, or embrace it. Choose one Mythic Woe from below.
Cursed. You are under one of the effects of the Bestow Curse spell, except its effect is permanent and cannot be removed except by a Wish spell or by the death of the creature who cursed you.
Exiled. You don’t even know of your own nobility. For some reason, you were exiled from the land that is rightfully yours. While you may be extraordinarily charismatic, you do not know where it hails from.
Exiled princexes are always under the watchful eye of at least one creature, which the noble may or may not know of. Choose one creature from this list that is or has watched over you during your exile: a deva, a cambion, a centaur, a dryad, a faerie dragon, a night hag, a pixie, a satyr, or a sprite. The creature may watch you from afar, or may be under some guise and raising you as their own or some other method of keeping an eye on you.
Forever Sleepy. You are subject to Sleep spells and effects, even if you have immunities from other features or traits. Whenever you are the target of a Sleep spell, count yourself as having half your current hit points as you currently have. Additionally, choose one creature. That creature is your soulmate or saviour. Whenever you are the subject of magical sleep, you fall asleep permanently, stop aging, and may not awaken until your soulmate or saviour kisses you on your forehead or lips.
Should your soulmate or savior ever die, you awaken by the next creature that kisses you on your forehead or lips. Once you are permanently under the effects of a Sleep spell or effect, you cannot be so again in a permanent way after you are awakened. You are still vulnerable to the effects, however, as described above.
Feyblooded. At some point, your ancestors mixed your lineage with fey-blood. Fey creatures regard you with curiosity, inherently sensing the Faerie within you, or feeling a nagging sense of familiarity when in your presence—for good or ill.
Honesty. You are magically compelled to always tell the truth when you are asked a question. This truth is relative to your own understanding of truth and reality, but you cannot wilfully lie or be dishonest.
Midnight Form. At dusk, so long as you are within 1 mile of being able to see the night sky, you transform into one of the following creatures from the Monster Manual: an orc of your gender (p. 246), a frog (p. 322), or a swan (hawk stats, p. 330). You lose all your class features and capabilities and act only with the stats provided of your chosen form.
When dawn comes, you revert to your normal form and you act as though you had a long rest, whether you rested or not. This woe is dependent upon some factor, creed, doctrine, or curse, usually of the poetic type. Discuss this with your DM to see if you may ever break the curse or how you must follow some doctrine to avoid the midnight form, should you be able to.
You may also choose a different creature from the Monster Manual; but the chosen creature should not have statistics that are stronger than that of an orc (p. 246).
If you die in your midnight form you revert back to your normal form at 0 hit points.
Noble Heart. You are inherently good or just. You can be the following alignments: Lawful Good, Lawful Evil, Lawful Neutral, Neutral Good.
Whenever you perform any action that is a betrayal, goes against your conscious or moral code, leaves the innocent in danger, etc, you incur a Toll point, which weighs against your conscience, affecting how you function.
All Tolls are cumulative, thus if you have 4 Toll points, you incur 1, 2, 3, and 4 Tolls. After a significant gesture of recompense, you can eliminate 1 toll point. You cannot lose more than 2 toll points within 24 hours.
If you have no Toll points, you may call upon your family and kingdom for assistance in some way once. When you do so, roll d100. If your result is your levels in Princex or below, your kingdom will help you if it is within their means. Their aid comes to you, as though they have been observing your actions and are aware you needed help.
Whenever you succeed, you cannot use this feature again for a one week.
|1||You realize that you have done something wrong and you await some form of punishment. After every long rest you have at least 1 toll point, your first saving throw is made with disadvantage.|
|2||The weight of further wrong deeds weighs on your conscience. You refuse to eat, feast, be merry, or enjoy the delights of the world.|
|3||At this point, you consider yourself truly awful and deserving of harsh punishment. For every day you retain at least 3 toll points, word gets back to your family of your deeds and your reputation suffers. Whenever you roll a majesty die, reduce your result by 2.|
|4||Your deeds have gained the attention of religious or noble individuals who wish to intervene in what is perceived to be ‘your fall’.|
|5||Your deeds have gained the attention of opposing religious, noble, and magical creatures who wish to take advantage of your state. Your alignment is in danger of shifting and you may be propositioned some scenario in which you trade something for wealth, knowledge, and/or power from a powerful creature.*|
|6||You have Fallen (or, if LE, Risen). Your alignment shifts. You have traded your Noble Heart for wealth, knowledge, power, or something else. You may be exiled from your realm or family, or become branded their enemy. Discuss with the DM whether your PC is still allowed to be a Princex.|
Unique. Consider making up a unique woe that defines you as a fairy tale Princex. This should have very little, if at all, mechanical effect, but should build up lore. Consider existing fairy tales and folklore that exist concerning nobles, princes, kings, and queens.
Also at 1st level, you are seen as inherently and extraordinarily attractive as a member of your race and gender. You often stand out in crowds and even members of other races find you appeasing to look upon. You find it particularly easy to stay groomed, and rarely find yourself dirty or smudged unless you wilfully intend to be in such a state. Knowing this about yourself, you’ve acquired a certain skill set. You gain proficiency in either Deception, Intimidation, or Persuasion.
Additionally, at 2nd level, when you roll a Majesty Die, you can choose to reroll when your result is a 1, but you must take the second roll.
When you choose your Destined feature as a 2nd level Princex, you have additional choices to choose from below.
Animal Companion. You gain an animal companion, or a swarm of animals, that you consider your best friend(s). Choose a beast that is no larger than Large and that has a challenge rating of 1 or lower. Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your Princex level, whichever is higher.
The beast obeys your commands as best as it can. It takes its turn on your initiative, though it doesn’t take an action unless you command it to. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. At 6th level in the Princex class, you only need a bonus action to verbally command your animal companion to take the Attack, Dash, Disengage, Dodge, or Help action.
If the beast dies, you can obtain another one by spending 8 hours bonding with another beast that isn’t hostile to you, either the same type of beast as before or a different one.
Fairy Goodparent. You have a celestial, fey, or fiend creature who watches over you, such as a fey, an angel, or even a fiend. This creature is of your alignment and appears to you in an unoccupied space within 15 feet of you when you call for it as an action. It appears within 1d6 rounds. Its actions are tied to its alignment and it will help you in the form of advice and a spell.
When your ward appears to you, it can cast one spell from any class list that is of a spell level equal to half your levels in Princex rounded up, maximum spell level 8th-level. This spell cannot deal damage directly, such as a Fireball or Wall Of Fire spell, and any saving throw to resist its effects is 8 + your proficiency bonus + your Charisma modifier. The spell does not require any material component. Once the spell is cast, your ward departs, unless your DM says otherwise. Other than the spell, it can only talk and move and is immune to all damage.
Your ward can only be called once before you must finish a number of long rests equal to the spell level last cast to do so again.
At 3rd level, you begin to define the mythology of yourself. Choose two of the following abilities. At 7th, 10th, 15th, and 18th level you may choose another from this list.
Arresting Presence. You are the epitome of a blinding, stunning individual. By expending 1 majesty die, as an action, you can force all eyes on you by unveiling yourself or doing some dramatic act, such as singing, playing an instrument, or some other form of displaying yourself. Roll one majesty die. That number of humanoid creatures of your choice that can see you within 30 feet must make a Wisdom saving throw against your majesty or be charmed by you until the beginning of your next turn.
While they are charmed they are incredibly distracted. Attacks against them have advantage and their attacks against others have disadvantage. Creatures who roll a 1 on their saving throw are stunned for 1 minute and can repeat the saving throw at the end of their turn to end the stunned effect. Creatures who save against this effect are immune to it for 24 hours.
Depthless Eyes. Your eyes are that of a deep colour, so dark it looks like the rolling waves. By expending 1 majesty die, as an action, you may look at a humanoid creature that can see you within 30 feet, flashing those stunning eyes, and they must make a Wisdom saving throw against your majesty. If they fail the saving throw, they are charmed by you for 1 minute and can take no actions or move so long as you are within their line of sight. An affected creature may reroll their saving throw at the end of each of their turns for the duration.
Silken Locks. Your hair is a dense, beautiful mane of shining hue. Your hair grows at an exceptional rate of 1 foot per week. Once per week you may cut a piece of your hair that is equal to 500gp so long as you cut at least a foot length off. Your hair also radiates magical energies that is desired by many. Each week your hair is not cut, you continue to grow that amount in hair, thus after four weeks cutting all your hair to shoulder length is worth 2,000gp. After one month of not cutting your hair, it continues to grow beyond that but has no gold value past 2,000gp, as the highlights are of a shimmering color. When at least one month has fully grown, however, it acts as though you are wearing a shield you are proficient in. You gain +2 to your AC. Word may spread of your enchanted hair and it may be coveted by creatures of both banditry and wicked magic alike.
Lips as Red as Blood. Your lips are constantly a deep rose red. This coloring cannot blemish or smear. By expending a majesty die, as an action, you may kiss a creature within 5 feet who then acts as though you casted Haste on them. Roll your majesty die. This effect lasts that number of rounds, which does not require your concentration.
Silvery Voice. When you sing or speak, it is like enchantment is woven into your voice. You can expend one majesty die to cast the following spells with Charisma as the spellcasting ability: Calm Emotions, Charm Person, Dissonant Whispers, or Enthrall. Additionally, you can cast Vicious Mockery as a cantrip using Charisma as the spellcasting ability. These spells only have a verbal component.
Friend To Animals. You gain power over creatures and woodland beasts. Your power grows as you level. You have all previous aspects of this mythic mark if you are of a highaer level when you choose it. You gain the following spells to cast by expending a number of majesty die, using Charisma as the spellcasting ability for them: Animal Friendship (1 die), Speak With Animals (1 die), and Conjure Animals (2 dice).
Auntie Knows. Your mentor’s knowledge becomes unlocked to you. They can answer questions and respond to your inquiries when you call upon them and before they cast their spell (if any). The power of this feature is dependent upon your level in this class.
Act as though you had cast Augury (3rd level), Commune (5th level), or the Legend Lore (7th level) spell (your choice) to address any questions you may have and limit the knowledge your ward provides or can know. They could, however, cast a spell, as per the feature, to gain additional knowledge.
You must have chosen the Fairy Goodparent option for your Destined feature in order to choose this Mythic Mark.
Magical Companion. Your animal companion becomes infused with the spirit of a celestial, fey, or fiend (your choice). In a moment of dire need or emotional turmoil, your animal companion emerges in its true form, as your DM decides. Choose a creature with a CR equal to or less than half your levels in Princex, rounded down. This creature must be of your chosen type and match your alignment between being good, evil, or neutral (chaos and lawful does not matter). When you gain a level in Princex, you can choose a new creature that matches these prerequisites and change your companion’s true form. Your companion’s true form cannot have any legendary or lair actions or traits.
When your companion turns into its true form, it remains that way for as long as you need to address the dire situation or to address the subject of your emotional turmoil. Afterwards, it returns to its animal form and it cannot turn into its true form until you finish a number of long rests equal to your level in Princex.
You must have chosen the Animal Companion option for your Destined feature in order to choose this Mythic Mark.
True Magic. You are imbued with various magical abilities from some source, power, or entity. For these spells, you use Charisma as your spellcasting ability and they only have a somatic or verbal component (your choice). Choose three cantrips from any class list. You now know these cantrips. Additionally, choose spells from any spell list up to 5th-level spells. These spells are considered Princex spells for you. You can only know a number of Princex spells equal to half your levels in Princex, rounded up, at any one time. When you gain a level in Princex, you may gain additional spells to know and replace one that you already know for another. To cast your princes spells, you must expend a number of Majesty Die equal to the spell’s level.
Princex Valiant. You are the epitome of heroic valour in combat. By expending a majesty die, as a bonus action, you may initiate your Valiant Form. When you do so, you and all allies within 60 feet of you that can see you may use their reaction to be inspired and gain 2 temporary hit points per your levels in the Princex class.
Additionally, your AC changes to 18 (which can gain bonuses, such as your Silken Locks), you gain a bonus to attack and damage rolls with weapons equal to your Charisma modifier, and you select one creature within 60 feet of you that you create a bond with. If your bonded creature is ever targeted by an attack, magical or otherwise, you may use your reaction to move up to your movement towards the bonded creature or who is targeting them (your choice). Your Valiant Form lasts for 1 minute.
Once you use your Valiant Form, you cannot do so again until after you finish a short or long rest.