Wheel of Time Rules Manual

Classes / Noble

Class Tree

Noble

Lead men in battle, play the game of houses, and pull the puppet strings of others.

Hit Points 2d4 + 1 + CON
Skill Points 7 + INT Mod
Armor Any Armor
Stacking Ability Command
Next Weapon Craft
Class Skills
Appraise Bluff Composure Consider Diplomacy Forgery Gather Information Heal Innuendo Intimidate Intuit Direction Knowledge ( ) Listen Ride Sense Motive Speak Language ( )

The noble class tree is for players who envision their character leading men in battle, playing the game of houses, helping resolve a blood feud, or pulling the puppet strings of others to accomplish their goals. Your ability to see the battlefield — its obstacles, its opportunities, and its threats — allows you to direct your allies to advantage. As you direct the battle you accumulate Command Counters, which represent your aggregate effect on the outcome.

The Noble's selection of the appropriate ability and target affect the strategic balance of key moments in the battle, and some abilities' effectiveness is affected by the number of counters you have.

Stacking Ability

Counters accumulate as you direct the battle, and are spent to bend key rolls.

Command

Any time you use a non-passive Noble ability, you gain a stack.

Stack Burn

  • 1 Stack

    Change the result of an Ally's D20 or damage dice roll by your Max Physicality. This counts as a natural result, and can exceed the numerical dice boundaries.

  • 2 Stacks

    Remove an Advantage Dice from an Enemy before they roll.

  • 3 Stacks

    Gain an Immediate Action at the start of the next player's turn.

Level Progression

Attack bonus, hit-point bonus, actions per melee, saves, and defense by level.

Tap any row to keep your current level highlighted while you play.

Level Attack Bonus HPB Melee APM Fort Reflex Will Defense
1+2210127
2+3311238
3+4412349
4+55124510
5+66134610
6+77145811
7+7/+27246912
8+8/+482571013
9+9/+692681114
10+9/+892681214
11+10/+9102791315
12+11/+101128101516
13+11/+11/+21138111617
14+12/+12/+51239121718
15+13/+13/+813310121818
16+14/+14/+1114310131919
17+15/+15/+1415311142020
18+16/+16/+1616312152221

Abilities

Search every tier at once — useful mid-turn.

17 abilities
Tier 1

Basic Abilities

May be purchased using talent points in any order.

  • Unity of Command

    0 Phys Passive Ability

    For each action type the player could have taken, but forgoes during this round (Swift, Standard, or AoO) the player gains 1 immediate action until next turn.

  • Tactics

    0 Phys Immediate Action

    If the target ally is currently benefitting from an Advantage, they may add an additional Advantage during their turn.

  • Instruction

    0 Phys Immediate Action

    You have experience directing activities, and are able to help your allies push their abilities to the limit. Add CHA attribute (not modifier) to skill checks and add [Talent Points spent in Noble] Will and Fortitude saving throws for 1 round for target ally during their next turn.

  • Boost Morale

    0 Phys Immediate Action

    Target ally receives 1+X to defense during the current turn (not round), where X is equal to your counters.

  • Consider

    0 Phys Immediate Action

    Noble accurately gauges the defensive capabilities of an enemy, and can learn their defense as it is at that moment.

Tier 2

Intermediate Abilities

You must have spent at least 1 point in class tree.

  • Reinforce

    1 Phys Immediate Action

    Target Ally within your AoI gains 2 × [Talent Points spent in Noble] stacks.

  • High Strategy

    1 Phys Immediate Action

    Target ally can substitute 1 action type for another this turn. For example, not take a Swift action, but take an additional standard action instead. They cannot substitute for any type of Full Round Action.

  • Retrograde Assault

    1 Phys Immediate Action

    On an enemy's turn, after target ally is attacked, they may choose to move up to 15 feet in one direction, pulling their attacker with them. After the target ally completes their movement, they may make any Standard Attack or ability that does not require movement (but must still pay any physicality costs).

  • Movement to Contact

    1 Phys Immediate Action

    Target ally may move up to 50 feet as their standard movement action during their turn. During this movement, they cannot be attacked with any AoO. For each AoO they “avoid” in this way, they get +[Talent Points spent in Noble] to Attack and Damage until the end of their turn. Invoked AoO from this ability grant Shifting Veils to Spearcraft.

  • To the Bitter End

    X Phys Immediate Action

    Target ally, who currently is at 25% or less of their health remaining, may take X additional Standard Actions.

Tier 3

Advanced Abilities

You must have spent at least 3 points in class tree.

  • Establish Overwatch

    2 Phys Immediate Action

    Target ally wielding a ranged weapon in an elevated position (at least 1 elevation above the highest enemy) gains any combination of additional Standard Actions and/or Physicality points equal to X during their next turn, where X is the Noble's [Talent Points spent in Noble]. None of the Standard Actions can be movement actions, or abilities that require movement.

  • Ordered Retreat

    2 Phys Immediate Action

    Target ally who is in melee range of an enemy may immediately take a Disengage action, and a Standard Movement Action for free.

  • Cry Havoc

    2 Phys Immediate Action

    Your ally is taken with a reckless battle frenzy! Target ally loses all Defense and gains +[total counters] to Attack. For every 2 damage dealt to target ally, that ally deals 1 damage back, rounded down. This damage occurs simultaneously. Damage dealt by ranged weapons does not trigger this effect.

  • Die Clean

    X Phys Immediate Action

    Target ally who is in melee range of an enemy may incur 10 subdual damage, and reduce their defense by 10 for X rounds, to gain an additional 10 to Attack and Damage (damage before crit applied). Effect lasts X rounds.

  • The Stone Stands

    3 Phys Swift Action

    Your very presence inspires men, and your exhortations hone their efforts to face the moment's need. For 1 round, all Allies gain an additional advantage, and an additional X to defense and damage, where X equals your counters.

Once / Encounter

Encounter Abilities

Encounter abilities can be used once per encounter (combat).

  • Fear

    1 Phys Swift Action

    Your battle cry, your aura of command, and your reputation strike fear into a foe. You force either 1 enemy or 1d4 enemy minions to flee one Standard Movement in the exact opposite direction of you for [Talent Points spent in Noble] rounds. Each round, each target must make a Will Save or flee. DC to Will Save is 10 + [CHA Attribute].

Once / Day

Daily Abilities

Daily abilities can be used once per in-game day (dawn to dawn).

  • Misdirection

    1 Phys Immediate Action

    As an enemy approaches an Ally, intending to enter the Ally's AoI, target Ally takes an additional movement action, and moves in such a way as to mislead the enemy. Ally may designate 2 locations they could have reached during legal movement this turn. The Ally moves to one, the enemy will move to the other.

Wheel of Time RPG · Noble class tree Rules manual