The Ruler class in Middle-earth for 5e
The Ruler is a class designed for low-magic settings with more social interaction, political intrigue, and roleplaying. The ruler might be raised in the peerage and trained to govern from an early age; or maybe the ruler was chosen by the people or sent as a representative to a seat of power. Diplomats, judges, officials, chieftains, queens, regents, senators, and lords, the ruler fits those who aspire to hold power.
Hit Dice: 1d8 per ruler level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per ruler level after 1st
Armor: Light and medium armor
Weapons: All simple weapons
Tools: None
Saving Throws: Charisma, Wisdom
Skills: Choose four from Animal Handling, Deception, History, Insight, Intimidation, Investigation, Perception, and Persuasion.
You start with the following equipment, in addition to the equipment granted by your background:
Starting Wealth (if using alternate rules): 6d4 x 10 gp
Map of the Realm. A basic map of your home kingdom detailing the cities, villages, rivers, islands, bridges, fords, landmarks, major roads, mountains, and vales. The map is stored in a cylindrical case.
You can use a variety of abilities called vocal effects that are described below. Unless indicated otherwise each vocal effect affects all creatures within 60 feet that can hear and see you, and if there is a saving throw for your vocal effect the DC is equal to 10 + your Charisma modifier.
Starting at 1st level you are acquainted with the personages and heraldry of major and minor powers and dominions. You may apply your proficiency bonus to Intelligence checks for identifying influential individuals, banners, sigils, seals, livery, and heraldry of various kingdoms, houses, factions, and other organizations.
Your upbringing has imparted a demeanor that easily assumes authority among your people. Starting at 1st level you have advantage to Charisma checks and Charisma saving throws when interacting with members of your race that are not chaotic.
At 2nd level you've developed a knack for command which animals can sense. When interacting with domesticated or trained animals you are considered proficient in Wisdom (Animal Handling) and may add your proficiency bonus to Wisdom (Animal Handling) checks.
At 2nd level the lessons of the stewards are sinking in. For any purchase over 100 gp that you make you may reduce the price by a number of gold pieces equal to five times your Charisma modifier. If you live an aristocratic lifestyle your daily lifestyle expenses are reduced by a number of gold pieces equal to your Wisdom modifier.
At 3rd level you choose your lineage: Line of Orators, Line of Judges, or Line of Conquerers, which are detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.
When you reach 4th level, and again at 8th, 12th, 16th, and 19th 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.
Starting at 5th level you can use your voice and authority to cause a creature to falter. You may use your bonus action to rebuke any number of chosen creatures in range. They have disadvantage on their next check or attack roll. The creature also makes a Wisdom saving throw, and if they fail they are stunned until the end of your next turn (or 6 seconds, whichever is shorter). After you use this ability you cannot use it again until you complete a short or long rest.
At 7th level you can command attention, interrupting the concentration of spellcasters. When you use your action to do this, all creatures in range look directly at you (even if briefly), and each caster must make a Concentration check with DC equal to 10 + your Charisma modifier. Once you use this ability you may not use it again until you complete a short or long rest.
At 9th level you inherit an ancestral non-magical weapon from your forbears. Choose a weapon from the list of weapons in the Players Handbook and name it; you may take possession of it as arranged by your DM. You (and only you) have a +1d4 attack bonus when attacking with this weapon.
At 11th level your education begins to pay off. Choose an Intelligence skill: you have advantage to checks with that skill. You also gain proficiency in two standard or rare languages of your choice.
Starting at 13th level when your hit points would be reduced to less than 20, you may reduce your hit points to zero (as if damaged lethally), and all chosen creatures within 60 feet that can hear or see you gain 30 temporary hit points and advantage on saving throws for the next 10 minutes.
At 15th level you come into possession of three tokens of favor given to your ancestral line by influential leaders of another group or dominion. You may present and surrender the token to the current ruler of that group to receive a special favor as repayment of some older act of valor. Once spent you cannot regain any token.
At 17th level your years of developing a defense against assassination begin to benefit you. You have resistance to poison damage and advantage on saving throws against the effects of poisons, and you cannot be surprised.
At 18th level you've developed an ability to foretell the most likely outcome for a course of events. You spend an hour in silent contemplation. After the hour, make a DC 15 Wisdom (Insight) check. If successful, you may ask the DM one question about the likely future that has the form, "If... will... ?". The question will be answered truthfully with a Yes or No. After you use this ability you may not use it again until you complete a long rest. Choose your question wisely.
Starting at 20th level whenever you make an ability check, saving throw, or attack roll, you may roll an extra 1d4 and add it to the result.
At 3rd level you've mastered the techniques of anaphora and epistrophe, using figurative language to sway any number of chosen creatures can hear and understand you. When you state your case for 1 minute in a way that puts your audience's concerns at the heart of the matter you may roll 1d6 and add the result to your Charisma (Persuasion) check. The argument you make must not be a deception. You may use this ability a number of times equal to your Charisma modifier (minimum of 1), after which you must take a short or long rest to regain all uses.
At 3rd level you have learned to inflame and provoke an audience, causing them to become agitated, angry, and even violent. You must speak for 1 minute; all chosen creatures that can hear and understand you make a Wisdom saving throw with a DC equal to 10 + your modifier from Charisma (Persuasion) or Charisma (Deception). On a failed saving throw the creature becomes hostile and belligerent towards the person or organization you choose and takes immediate action. On a successful saving throw the creature does not believe you and you have disadvantage on all further interaction checks with that creature forever. Once you use this ability you may never use it again on the same creature if they recognize you.
At 6th level you've become adept at turning aside an opposing argument to influence an audience. When you use this ability by engaging the opposing argument with a variety of debate techniques you remove the charmed condition from or cancel the effect of one Charisma success that is influencing any number of creatures within 30 feet that can hear and understand you. You may use this ability a number of times equal to your Charisma bonus (minimum of 1), after which you must complete a long rest to use this ability again.
At 10th level you gain the skill of calming angry kings and riotous crowds. All creatures that can hear and understand you must make a Wisdom saving throw with a DC equal to 10 + your Charisma (Persuasion), Charisma (Deception), or Charisma (Intimidation) modifier according to your rhetoric. On a failed save, the creature is calmed: the creature cannot take any hostile action unless they feel threatened, and barbarians stop raging. You may use this ability a number of times equal to your Charisma bonus (minimum of 1), after which you must complete a long rest to use this ability again.
At 14th level you've developed your voice to ring clearly and loudly. Double the range for all of your vocal effects.
At 3rd level you've learned to detect the tells that betray intent. You have advantage to Wisdom (Insight) checks.
At 3rd level you have learned the craft of questioning. You have advantage to Intelligence (Investigation) checks when interrogating creatures in a commonly understood language.
Beginning at 6th level you may use your action to pronounce the dooms of up to 3 chosen creatures within 30 feet that can hear and understand you. Each creature must make a successful Wisdom saving throw or they become frightened of you and any other creatures you choose for the next minute. You may use this ability a number of times equal to your Charisma bonus (minimum of 1), after which you must complete a long rest to use this ability again.
Beginning at 10th level you may use your reaction to prevent one chosen creature from completing their vocal utterance. If the creature was casting a spell with a verbal component then the action is canceled and lost (but the spell slot is not used). If the creature was using its voice for another purpose, such as intimidating or calling for help, then the action is canceled and lost. You may use this ability a number of times equal to your Charisma bonus (minimum of 1), after which you must complete a long rest to use this ability again.
At 14th level you've learned to carry out executions. As an action you may perform an execution with a melee or ranged weapon on a creature that is the same size as you and incapacitated, paralyzed, stunned, or unconscious. The creature makes a DC 15 Constitution saving throw. On failure the creature is reduced to zero hit points, lethally. On a success you deal lethal damage as if you landed a critical hit. Once you use this ability you cannot use it again until you complete a short or long rest.
Starting at 3rd level if you are within 5 feet of a creature that is attacked by another creature you may use your reaction to interpose yourself between the attacker and the target. The attack is made against you instead, and your Armor Class is increased by +1 during the attack.
At 3rd level you gain proficiency in all armor, shields, and martial weapons.
Beginning at 6th level when you attack successfully you may use your bonus action to choose up to 5 creatures within 60 feet that can see or hear you. They gain 10 temporary hit points for the next 2 minutes, and advantage on their next attack roll, ability check, or saving throw. Once you use this ability you cannot use it again until you complete a short or long rest.
At 10th level you may choose an armor to inherit (obtain without paying the cost) upon return to your ancestral home. The armor is non-magical and is selected from the list of armor in the Players Handbook. While wearing this armor you (and only you) have +1 to your Armor Class.
Beginning at 14th level you cannot be frightened.