Future Ruler
Some Heroes have a role to fulfill alongside their Noble Calling. At times a legend requires a Hero to cause it to come to pass. If the legend foretells the coming of a ruler who will come and lead in a new age Fate will cause a Future Ruler Hero to be born at the time that Fate knows to be right. These Heroes often come from humble beginnings and know nothing of their incredible destiny but Fate guides them to the right path that they may become the ruler they needed to be and that the world needed. The ancient Hero-King Arthur who slumbers in the deepest level of Elysium, Avalon is one such Hero and like him Future Rulers have certain possessions of theirs that only they can use. (Work with your DM to determine the nature of your future kingdom or leave it to them if you prefer a surprise that stretches your role playing skill, this is a roleplay and plot driven subclass.)
Ruler’s Journey: A Future Hero’s Journey is always dictated by how best to serve their people. Their tenet is to be a ruler worthy of their people.
Subclass Features
Heroic Presence
Even if the Future Ruler is unaware of their Noble Calling, their minds and even personalities are prepared bit by bit to assume the role. Previous Future Ruler Heroes refer to this process as Lordly Charisma. You gain proficiency with History as well as one of the following skills: Insight, Performance, or Persuasion. If you have proficiency with History you then gain Expertise in it. Your mind is filled with details and information (Including the native language and customs of your future subjects) concerning the land and people you are to rule even if they are as of now unknown to you as well as details about noble etiquette and other pertinent information. Such information can be subconsciously gained, springing forth unbidden to your mind or you can firmly grasp the knowledge (You choice).
Your words and manners are honed giving you a 1D6 bonus to CHA based skill checks.
Limit Break- Ruler’s Command
Your tongue and tone carry the weight of a ruler. As an action you can use your Limit Break causing your voice to be laced with enchantment. You gain the following benefits for the next minute
If you roll lower than a 10 on the die on a CHA based check the result becomes a 10.
You can cast the spell Command as an action without expending a spell slot using CHA as your spellcasting ability.
If a target succeeds a saving throw from the Command spell with this feature the target is mentally rebuked and the creature takes 1D10 Psychic damage.
Once during this feature’s duration when you cast the spell Command, you can use your reaction to force the target to roll the saving throw for the spell with disadvantage.
Backlash: The responsibility of ruling takes a toll especially on the mind. After the duration of your Limit Break feature runs out, you have disadvantage on WIS and INT based skill checks and saving throws for the next minute.
You can use your Limit Break feature once per long rest.
Heroic Spirit
The Heroic Spirit of a Future Ruler guides them in many ways to find allies, important information, and rightful possessions such as legendary gear. Once per long or short rest you can use an action and divine the location of allies (Known or unknown), information, or the item(s) you have rightful claim to (You choose which to look for when you take the action). If the person, information, or object is more than 100 miles away the feature fails and you can attempt again with a different object of your search. You know the distance but not the appearance of the person, contents of the information, or nature of the item. Once you can see the object of your search you immediately know that it is what you are looking for. Any allies will recognize you as a Hero and will aid you to the best of your ability.
True Limit Break- Ruler’s Presence
The enchantments that lace your tongue are strengthened to the point where they can move the people as a whole such as is right. When you use your Limit Break feature you gain the following additional benefits
When a creature succeeds the saving throw for your Command spell from this feature you can choose one creature within 30 ft of the target and force them to repeat the saving throw as if you cast the spell Command on them using this feature using the same or a different command word.
You can cast the following spells using this feature without using a spell slot using CHA as your spellcasting ability once per Limit Break each: Calm Emotions, Hold Person, Suggestion, Enemies Abound, Fast Friend, and Cause Fear.
Spells you cast with this feature do not require Concentration but all spell effects end after the duration of your Limit Break.
You can use your Limit Break feature twice per long rest.
Legendary Attack- Once and Future
Your rule is inevitable regardless of current circumstances. You have two features that aid you at your height of power, one is yours to command and one to frustrate those who would defy fate.
Once: The power to defend your current standing. You can use a bonus action to rally those around you, allowing you and each ally of your choice to use their reaction to move up to half their movement speed and make an attack.
You regain the use of this feature after using your Limit Break feature and after the Backlash ends.
Future: The power to beat the flow of time and defend your future standing. When you are reduced to zero hit points, you return to half your current hit point maximum and you regain one use of your Limit Break as well as your use of your Once feature. If you are killed your body is teleported to a Demiplane where you are healed over the course of 10D20 x 10 years (Discuss with your DM if another option is preferable to you).