# Noble Court *No Specialization yet* ### Skills | **Skill** | **Modifier** | | -------------- | :----------: | | **Diplomacy** | -1 | | **Espionage** | +1 | | **Lore** | +0 | | **Operations** | +1 | ### Defences **Size.** 1 **Power Die.** D4 | **Defence** | **DC** | | ------------------ | :----: | | **Communications** | 10 | | **Resolve** | 10 | | **Resources** | 10 | ### Domain Power **Mantle of Authority.** The burden of leadership passed down from your forebears allows you to call upon their strength in battle. As a bonus action, take a power die from your domain’s pool and add half the number on the die (rounded up) to one of your ability scores. This can increase your ability score above 20. At the end of each of your turns, decrement the power die. ### Domain Features **Skilled Negotiators.** Once per intrigue as a domain bonus action, you can make a Diplomacy test to gain a special unit from an NPC realm. On a success, the unit also has its casualty die increased one step. **To Arms, Fellow Adventurers (Special Unit).** As a domain action, you make a DC 13 Operations test. On a success, you muster the The Beasty Boys unit card, a special unit of adventurers just like you! ### Domain Titles ###### Court Doctor You gain proficiency in the *Medicine* skill and proficiency with an herbalism kit. Whenever you take a long rest, you can craft two potions of healing during the rest using the supplies in an herbalism kit. Potions created this way are effective only if consumed within 24 hours of their creation. ###### Court Mage You must have the *Pact Magic* or *Spellcasting* feature. You can cast the *detect magic* spell at will, without expending a spell slot. Additionally, you have one extra spell slot of the highest spell level you can cast, to a maximum of 5th level. ###### Court Minstrel You have advantage on *Performance* checks. Additionally, you know the *vicious mockery* cantrip and can cast it as a bonus action. Charisma is your spellcasting ability for this cantrip. ###### High Priest Once per turn when you damage a creature with an attack or a spell, you can choose another creature you can see within 30 feet of you. The chosen creature gains temporary hit points equal to 1d6 × your proficiency bonus. ###### Lore Master You gain proficiency in the *History* and *Nature* skills. Additionally, as a reaction when you roll initiative, you can make a *Nature* check to identify the weak points of one creature you can see. The DC for this check is equal to 10 + half the creature’s challenge rating (rounded down). On a success, you gain a bonus to attack rolls against that creature equal to your proficiency bonus, and which lasts for 1 minute. ###### Master Assassin You gain proficiency in the *Stealth* skill. Additionally, whenever you hit with a light weapon or a ranged weapon, you gain a bonus to damage rolls equal to your proficiency bonus. ###### Master-at-Arms You gain proficiency in the *Athletics* skill. Additionally, you learn a fighting style of your choice from the fighter’s Fighting Style feature in the core rules. ### Standings | **Domain** | **Attitude** | **Diplomacy DC** | | ---------------------------- | :----------: | :--------------: | | **Al'Rimali** | ? | ? | | **Aq'Jung** | ? | ? | | **Bone Tribe** | ? | ? | | **Chained Library** | Neutral | 13 | | **Chalice of Vitality** | ? | ? | | **Church of the Allfather** | Suspicious | 15 | | **Goblin Coallition** | Hostile | 18 | | **Court of Betrayal** | Allied | 8 | | **Court of Earthlings** | Friendly | 10 | | **Court of Muck and Mulch** | Friendly | 10 | | **Court of the Many-Legged** | Neutral | 13 | | **Grimm Thwaite** | ? | ? | | **The New West** | ? | ? | | **Pillagers** | Hostile | 18 | | **Svenrok** | Neutral | 13 | | **Wolf Tribe** | ? | ? |