I am a huge fan of the Netflix She-Ra series and for a while now. I’ve been wishing for a way to bring the fun of that universe over to the Dungeons & Dragon 5e world. So I did just that. It took me a while because I didn’t just want to make She-Ra, I want to a have a fully fleshed out class with all of the amazing princesses represent and that is what you’ll find here. If you want to make a version of She-Ra, Glimmer, Mermista, or any of the rest of the Princess Alliance this is where you can make that happen.
So grab your swords and tiaras and lets be princesses!
I hope people enjoy this and if you try it out or just have thoughts please let me know.
Also obviously I don’t own She-Ra, He-Man, or any of that copyright on any of them. If I did I would have a much nicer blog.
Level Proficiency Bonus Features Princess Points
1st +2 Kingdom, Combat Style –
2nd +2 Courageous –
3rd +2 Princess Type, Spellcasting 3
4th +2 Ability Score Improvement 3
5th +3 Extra Attack 4
6th +3 Princess Power 4
7th +3 4
8th +3 Ability Score Improvement 5
9th +4 5
10th +4 Princess Power 6
11th +4 6
12th +4 Ability Score Improvement 7
13th +5 7
14th +5 Princess Power 7
15th +5 8
16th +5 Ability Score Improvement 8
17th +6 9
18th +6 Princess Power 9
19th +6 Ability Score Improvement 9
20th +6 Princess Alliance 10
Hit Dice: D10
Hit Points at 1st Level: 10 + your Constitution modifier.
Armor Proficiency: Light Armor, Medium Armor, Heavy Armor
Weapon Proficiency: Simple Melee Weapons, Martial Melee Weapons, Simple Ranged Weapons
Skill Proficiency: Choose any 3 skills.
Saving Throws: Dexterity and Charisma
Kingdom: All princesses have a connection to a kingdom, and just as no two princesses are the same no two kingdoms are identical. Within their own kingdoms princesses are usually among the highest authority in the land, if not the outright rulers themselves. Within you’re the borders of your kingdom your word is obeyed and you are treated with a greater degree of respect in other realms.
Combat Style: Princesses are taught to defend themselves and their subjects from a young age. Although many princesses are proficient with a variety of weapons nearly all favor a particular type of weapon in battle. When using your chosen weapon add a +1 bonus to your attack and damage rolls. Choose one of the following (Club, Dagger, Handaxe, Javelin, Lance, Longsword, Maul, Pike, Quarterstaff, Rapier, Spear, Shortsword, Unarmed Strike, Trident, Warhammer, Whip).
Courageous: You have advantage on checks made to resist the effects of being frightened.
Spellcasting: Inhabiting kingdoms where magic is commonplace nearly all princesses receive at least some instruction in magic, granting you the ability to cast spells. Casting spells consumes Princess Points, except for cantrips which can be cost freely.
Spell Save DC= 8 + your proficiency bonus + your Charisma modifier.
Spell attack modifier= your proficiency bonus + your Charisma modifier.
At the 1st level Princesses know 2 + their Intelligence modifier spells from the Princess Class Spell List. At higher levels plays gain 1 + your Intelligence modifier spells of an appropriate level.
Princesses prepare a number of spells equal to 2 + your Intelligence modifier at the start of each day.
Each type of Princess also has a specialized number of spells that they can add to their list of spells. When adding spells to your list you can choose from these additional spells rather than choosing spells from the Princess Class Spell List. The table below details when player may choose spells from this expanded list.
Cantrips- 1st Level
1st Level- 1st Lvel
2nd Level- 2nd Level
3rd Level- 5th Level
4th level – 7th Level
5th Level – 9th Level
6th Level- 11th Level
7th Level-13th Level
8th Level- 15th Level
9th Level- 16 Level or higher
For most Princesses the ability to utilize features of your class and to cast spells revolves around your Princess Points. You regain spent Princess Points after taking a short or long rest. However, this rest be taken within your kingdom or you regain 0 Princess Points except for Power Princesses which regain Princess Points normally regardless of their location.
Princess Type: Starting at the third level you will select a type of princess (Angelic, Dark, Ice, Magic, Plant, Power, Sparkle, Technology, Water, and Wind). After choosing your type of princess you also gain one feature from the list available to the chosen type.
At the 20th level you are able to channel even greater power by working alongside of other princesses. When 2 or more characters of the Princess Class work together they do not consume princess points for a number of rounds equal to 3 + their total Charisma modifiers. At the start of any encounter each of these characters gains 25 temporary hit points. They all also gain advantage on their initiative rolls.
Players who wish to make a princess from a powerful or idyllic kingdom might favor the Angelic Princess.
Ageless: Time means little to you, centuries pass and as those around you grow old and die you remain unchanged. This ability is constant and does not consume Princess Points.
Energy Blast: Fire a stream of energy 50 ft in a line making a ranged attack against a single target., deals 1d12 radiant damage.
Empower: You are unique in your ability to restore power to other princesses, you may transfer Princess Points equal to 1 + your Wisdom modifier (Minimum of 1) to another character of the Princess Class. You must be able to touch the other character in order to do this.
Protective Barrier: You are able to create powerful shields of energy to protect yourself and your allies. These barriers last as long as you maintain your concentration, and grant a +5 bonus to the AC of anyone within them from outside attacks. When creating your barrier you may designate yourself and up to 5 targets, or an area of 60 feet within a circle.
Wings: You have wings which grant you a flight speed of 30 ft. This ability is constant and does not consume Princess Points.
Enhanced Spellbook: Light (Cantrip), Mending (Cantrip), Healing Word (1st Level), Shield of Faith (1st Level), Dispel Magic (3rd Level), Mass Cures Wounds (5th Level), Holy Aura (8th Level)
These princesses come from lands that are in league with evil forces, as such their powers differ greatly from other princesses. Characters who wish to excel at physical combat while lacking in spellcasting abilities compared with other princesses may favor this type of princess.
Armored Carapace: Thick armor plates cover much of your body granting you a +2 bonus to your Armor Class. This ability is constant and does no consume Princess Points.
Deadly Defense: When you are struck by a melee attack the target suffers 1d4 piercing damage.
Mandibles: Your unarmed attacks deal 1d8 piercing damage rather than the normal damage. This ability is constant and does not consume Princess Points.
Paralyzing Sting: When you make an attack with your stinger you deal 1d8 piercing damage, the target must also make a DC 15 Constitution saving throw to avoid being paralyzed. This ability in constant and does not consume Princess Points.
Touched by Darkness: You have resistance to poison and necrotic damage. This ability is constant and does not consume Princess Points.
Enhanced Spellbook: Toll the Dead (Cantrip), Poison Spray (Cantrip), Cause Fear (1st Level), Shadow Blade (2nd Level)
Princesses from remote lands of ice and snow are often powerful and control large regions of territory. Characters of this type are equally skilled at combat as well as defense.
Command Ice: You have total mastery over the element of ice. You can create and move ice at will. The amount of ice a character is able to create is determined by your level, you control 1 ton of ice per your levels of the Princess Class. So a level 5 Ice Princess can create or move up 5 tons of ice. You are also immune to cold damage. While using this ability you must maintain concentration.
Frozen Aura: Characters within 5 ft. of you at the beginning or end of their turn suffer 1d8 cold damage. You may choose to exclude creatures from this effect.
Ice Dart: Fire off 1d10 shards of ice targeting one to ten targets within 30 ft. of you, each shard you fire deals 1d4 cold damage.
Ice Runner: You create sheets of ice which you can slide across at a speed of 35 feet. You also do not reduce your movement speed through difficult terrain created by ice or snow.
Icy Intervention: As a reaction you can create thick walls of ice to block incoming attacks. The wall of ice remains in place unless you dismiss it with an AC of 10 and 35 HP covering 5- 15 ft. and extending no higher than 10 ft.
Enhanced Spellbook: Frostbite (Cantrip), Ray of Frost (Cantrip), Ice Knife (1st Level), Ice Storm (4th Level), Cone of Cold (5th Level), Wall of Ice (5th Level)
Princesses from kingdoms with vast storehouses of arcane knowledge who excel at magic are among the most powerful spellcasters in the world. Players wishing to have access to a wider more powerful variety of magic than any other type of princess might favor this variety.
Arcane Lore Keeper: You gain proficiency with the Arcana skill, and you have advantage on Intelligence (Arcana) checks.
Expanded Spell Repertoire: For the purposes of in the number of spells your character knows only your Intelligence modifier is doubled. You are also able to learn spells from any class list, rather than only those on the Princess Class spell list.
Practiced Concentration: You have advantage on Concentration spell checks and if the damage you take is less than 5 points you do not need to make a Concentration check.
Superior Counterpsell: When a spell is cast within your line of sight you have the ability to negate the effect if the spell is of a level equal to or less than your Princess Class Level.
Ritual Caster: You gain the ability to cast spells as ritual magic.
Enhanced Spellbook: Light (Cantrip), Minor Illusion (Cantrip), Find Familiar (1st Level), Magic Missile (1st Level) Invisibility (2nd Level), Dispel Magic (3rd Level), Fly (3rd Level),
Conjure Plants: You are able to produce living plants out of thin air. This effect cannot be used to deal direct damage, but it can be used to create a number of useful sensory effects. Producing floral arrangements and fully grown trees can be useful for wowing dignitaries or hiding you from the sight of enemy patrols. Plants you create using this ability may no occupy more than 10 ft. of space per your Princess level.
Crushing Vines: You are able to create vines capable of seizing and crushing a target within 30 ft of you. The vines fill a 5 ft. area within this range attempting to grapple any create of the small, medium, or large size category in this area. The target must make a Strength (Athletics) or Dexterity (Acrobatics) check to escape/resist this grapple as normal, but they must resist your Spell Save DC.
Green Foot: Your movement speed is not reduced by difficult terrain created by plants or vegetation.
Herbalist: You gain proficiency with both the Nature and Medicine skills.
Vine Travel: You can create tendrils of thick vines that will carry you along with them as they spread. This form of travel increases your movement speed to 35 feet. You are also able to clear obstacles on the ground up to 35 feet in height without needing to climb over them.
Enhanced Spellbook: Thorn Whip (Cantrip), Goodberry (1st Level), Entangle (1st Level), Plant Growth (3rd Level), Wrath of Nature (5th Level)
Energy Blast: A beam of light erupts from your weapon striking an enemy within 50 ft. to a single target, dealing 1d12 radiant damage.
Increased Carrying Capacity: In your transformed state you multiply your carrying capacity by 50 instead of 15 as normal.
Magical Item: Your powers come from a magical weapon that you must carry with you in order to use your greater powers. This weapons deals 3x as much damage as a normal weapon of the same type.
Powerful: Whenever you are transformed you have advantage on Strength and Constitution saving throws. You also have advantage on Strength (Athletics) skill checks.
Shield Form: You can transform your weapon into a shield as a reaction, the shield forms grants you a +3 bonus to your AC.
Transformation: Your powers allow you to achieve an amazing transformation into a more powerful form. This transformation is a full round action, and requires that you be in contact with the magical item that grants you your powers. After completing the transformation your Strength, Constitution, and Dexterity scores are increased by 2 for the duration of the transformation. You are able to maintain this form for a number of rounds equal to 3 + your levels of the Princess class. Outside of combat you can maintain this form for one hour.
Transformation Ray: You are able to fire a transformative beam turning an ordinary beast into a magical creature capable of carrying you into combat. The creature becomes a Celestial type, gains a flight movement speed of 60 ft., a bonus its AC, attack rolls, and damage equal to your proficiency modifier, and the ability to understand Common. The creature remains in this new form until you dismiss the transformation as an action.
Enhanced Spellbook: None
Angelic Heritage: You are resistant to radiant damage.
Dazzling: When you use Sparkles creatures that can see you and are within 15 feet of you must make a Dexterity 13 saving throw or be blinded for one turn.
Extended Teleport: Increase the maximum range of your Teleport by 50 ft.
Sparkles: Fire a sparkle to deal 1d6 radiant damage against a single target within 30 ft.
Teleport: You’re able to teleport yourself and one other person up to 100 feet as a movement action. You can also teleport 3 people, however doing so causes you to suffer a level of exhaustion.
Enhanced Spellbook: Light (Cantrip), Blur (2nd Level), Blinding Smite (3rd Level), Hypnotic Pattern (3rd Level),
Escape Artist: Because of your proficiency with technology you have a natural ability for escaping from traps and restraints. When you make a check to escape or disarm a trap you may use your Intelligence modifier, and you have advantage on the roll.
Inventor Beyond Compare: Your ability to create amazing devices with minimal time is astounding. You are able to create small devices without only the most basic of tools and scraps. These inventions cannot deal damage, but they can produce a number of harmless sensory effects including: a clockwork device the produces foul smells, a music box, or a small light equal in brightness to a candle.
Reprogram: You can attempt to alter the loyalties of magical and technological constructs turning them into your allies. This requires the construct to make a Wisdom save with a DC equal your Spell Save. If it fails this save the construct becomes friendly to you abandoning all previous loyalties permanently.
Robot Servants: You have a number of robot servants equal to 3 + your Intelligence modifier. These robots will obey your every command and obey you to the best of their ability. They are ideal for carrying out basic tasks, but unfit for combat. They have an AC for 9 and 6 hit points each.
Weapon Enhancements: You have 3d4 Enhancement Dice that you can lend to yourself or other players to enhance their weapons as a bonus action. Players may roll these dice adding them to attack or damage rolls.
Enhanced Spellbook: Mending (Cantrip), Find Traps (2nd Level), Enlarge/Reduce (2nd Level) Heat Metal (2nd Level), Freedom of Movement (4th Level), Find the Path (6th Level)
As the ruler of a sea kingdom you have command over the very water itself.
Mermaid Form: As a bonus action you are able to transform into a mermaid, while you are in this form you have a swim speed of 35 feet and you’re amphibious. You can return to your non-mermaid form as a bonus action at any time.
Seamanship: You gain proficiency with Vehicles (sea), Navigators Tools, Nets, and Tridents.
Leap: While in your mermaid form you are able to jump out of the water at alarming speeds reaching much greater heights than ordinary. In this form when jumping out of the water you have a vertical jump of 50 ft.
Turn the Tide: You have mastery over the element of water allowing you to turn it to your will.
Water Spout: Expel a jet of water striking a target with 50 ft. of you. Make a spell attack roll to determine if the attack hits. On a successful attack roll the target must make a Strength save against your spell DC or be knocked back 30 ft.
Enhanced Spellbook: Shape Water (Cantrip), Tidal Wave (3rd Level), Wall of Water (3rd Level), Watery Sphere (4th Level) Maelstrom (5th Level), Tsunami (8th Level)
Aerial Maneuvers: While flying you are able to take the Dodge action as a reaction.
Cyclone Cannon: You create a whirling cyclone of force up to 60 ft. away from yourself dealing 1d12 bludgeoning damage to a target.
Flight: You gain a flight speed of 35 ft., however when you take damage while flying you must make a Concentration roll to remain airborne.
Protective Gust: As a bonus action you create a vortex of wind in a 5 foot circle around yourself. Anyone attempting to enter this area must make a Strength saving throw equal to 8 + your proficiency modifier or be pushed back to the nearest unoccupied square outside of this area.
Wind Travel: The winds will carry you wherever you wish to travel, this ability grants you a movement speed of 45 ft.
Enhanced Spellbook: Feather Fall (1st Level), Zephyr Strike (1st Level), Skywrite (2nd Level), Warding Wind (2nd Level), Control Winds (5th Level), Investiture of Wind (6th Level), Whirlwind (7th Level)
1st Level Spells
Spare the Dying
Speak with Animals
Speak with Plants
2nd Level Spells
3rd Level Spells
Beacon of Hope
Protection from Energy
4th Level Spells
Aura of Purity
5th Level Spells
Commune with Nature
6th Level Spells
Globe of Invulnerability
Guards and Wards
7th Level Spells
9th Level Spells