A Disney Princess is a beacon of courage, empathy, and astonishing good fortune. Through song and sincere connection, she steadies companions, charms the wary, and speaks with animals. Her defining talent is making the unlikely happen at exactly the right moment—without ever knowing why.
Kindness has a voice—and somehow, fortune always sings along.
Support
DPDisney Princess
At a glance
Level
1
Proficiency
+2
bonus at this level
Grace Dice
Hit die d8
PrimaryCharismaConstitution
Features
21, levels 1 to 20
1Level 1, reached
Kindred Voice
You gain proficiency with light armor, simple weapons, one musical instrument, and two skills chosen from Animal Handling, Insight, Medicine, Persuasion, Performance, and Survival. You can speak with beasts; they understand your words, though their knowledge and ability to communicate remain limited by their nature.
Grace Dice
You have a pool of Grace dice equal to your Proficiency Bonus; they are d6s, and you regain all expended dice when you finish a Long Rest. As a Bonus Action, expend one die and choose a creature within 60 feet that can hear you; it adds the roll to its next attack roll, ability check, or saving throw made within 10 minutes, and the die is lost if unused.
2Level 2
Impossible Timing
When you or a creature you can see within 30 feet makes a d20 Test, you can expend a Grace die and add it to the roll after seeing the d20 but before the outcome is determined. You can use this feature once per turn.
3Level 3
Princess Path
Choose your subclass: Courtly Envoy, Wildhearted Friend, or Ballad of the Brave. Your choice grants features at levels 3, 6, 10, and 14.
4Level 4
Ability Score Improvement
5Level 5
Growing Grace
Your Grace dice become d8s. When you finish a Short Rest, you regain one expended Grace die.
6Level 6
A Heart That Gives
You gain your subclass’s level 6 feature. In addition, when you use Grace Dice to aid another creature, that creature gains Temporary Hit Points equal to your Charisma modifier (minimum 1).
7Level 7
Morning Cheer
When you finish a Long Rest, choose a number of willing creatures up to your Charisma modifier (minimum one). Each gains Heroic Inspiration if it does not already have it.
8Level 8
Ability Score Improvement
9Level 9
Unfailing Fortune
Your Grace dice become d10s. When you roll Initiative and have no Grace dice remaining, you regain one.
10Level 10
Steady Heart
You gain your subclass’s level 10 feature. You also have Advantage on saving throws against being Charmed or Frightened.
11Level 11
Second Chance
When a creature benefiting from one of your Grace dice fails a d20 Test, you can use your Reaction to let it reroll the d20 and add the original Grace die again. The creature must use the new roll; the Grace die is then expended.
12Level 12
Ability Score Improvement
13Level 13
Fortune Shared
When you use Impossible Timing, you can affect two different creatures with the same Grace die roll, adding it to each creature’s d20 Test. The die is expended only once.
14Level 14
Beloved by Beasts
You gain your subclass’s level 14 feature. Beasts are naturally inclined to regard you as friendly unless you or your allies threaten them.
15Level 15
Radiant Grace
Your Grace dice become d12s. When you finish a Short Rest, you regain two expended Grace dice instead of one.
16Level 16
Ability Score Improvement
17Level 17
A Little Luck for Everyone
When you roll Initiative, you can choose a number of creatures up to your Charisma modifier (minimum one) within 60 feet. Each gains one expended Grace die, which it can use once within 10 minutes to add a d12 to a d20 Test.
18Level 18
The Happiest Accident
When you or a creature you can see within 30 feet fails a saving throw, you can expend a Grace die and turn that failure into a success. Once you use this feature, you can’t use it again until you finish a Long Rest.
19Level 19
Ability Score Improvement
20Level 20
Happily Ever After
When you roll Initiative, regain all expended Grace dice. Once on each of your turns, when you expend a Grace die to aid someone else, you can also use Kindred Voice to communicate a brief message to any beast within 120 feet that can hear you.
Core traits
Hit die
d8
Primary
CharismaConstitution
Saves
WisdomCharisma
Hit points per Disney Princess level; Hit Points at 1st Level: 8 + your Constitution modifier; Hit Points at Higher Levels: (or 5) + your Constitution modifier per Disney Princess level after 1st.
DefensesYou also gain Advantage on saving throws against being Charmed or Frightened at level 10.
ArmorLight armor.
WeaponsSimple weapons.
ToolsOne musical instrument of your choice.
Saving ThrowsCharisma and Wisdom.
SkillsChoose two from Animal Handling, Insight, Medicine, Persuasion, Performance, and Survival.
ResourceGrace Dice: a pool equal to your Proficiency Bonus, recovered on a Long Rest, with limited recovery on a Short Rest at higher levels. Their die size increases at levels 5, 9, and 15.
MulticlassingPrerequisite: Charisma 13. When you take your first Disney Princess level, you gain proficiency in one skill from the class’s skill options and with one musical instrument. You gain Grace Dice only from Disney Princess levels; add those levels together to determine their size and pool.
Subclasses
3
Courtly Envoy
A poised negotiator whose words can open doors—or stop a quarrel before it becomes a battle.
Level 6: Diplomatic Refrain, improving social influence.
Level 10: Calm the Room, helping allies resist fear and charm.
Level 14: Voice of Accord, turning a pivotal negotiation.
Wildhearted Friend
A companion to beasts who uses gentle melody to quiet danger and bring the natural world close.
Level 3: Wild Chorus, soothing or distracting nearby creatures with song.
Level 6: Beast Companions, gaining practical aid from local animals.
Level 10: Gentle Lullaby, briefly hindering foes who fail to resist.
Level 14: Chorus of the Wild, rallying beasts and allies together.
Ballad of the Brave
A hopeful singer whose songs remind a party what they are fighting for.
Level 3: Rallying Ballad, granting allies courage and a little resilience.
Level 6: Unbowed Tune, helping companions shake off adversity.
Level 10: Song of Defiance, countering fear and despair.
Level 14: Grand Finale, turning a desperate stand into a rallying moment.
Playing one
What it is
A Disney Princess is a beacon of courage, empathy, and astonishing good fortune.
Through song and sincere connection, she steadies companions, charms the wary, and speaks with animals. Her defining talent is making the unlikely happen at exactly the right moment—without ever knowing why.
How to play one
You are a proactive support character: use Grace Dice early to shape crucial rolls, and save your Reaction for a moment when a reroll or rescued saving throw can change the scene.
Position yourself where allies can hear you, build relationships with animals, and let your subclass define whether your support leans toward diplomacy, nature, or rousing courage.
Make one
Personality
I learn people’s names quickly and use them often.
Ideal
Compassion. No one should be denied kindness before they have a chance to change.
Bond
I promised to bring every member of my traveling company home safe.
Flaw
I assume there is good in everyone, even when that belief puts others in danger.
Quirk
Thanks animals for small favors, whether or not they understand.
Personality
I learn people’s names quickly and use them often.
I hum when I am nervous, even when silence would be wiser.
I make room at the table for anyone who looks left out.
I am curious about ordinary lives and ask far too many questions.
Ideals
Compassion. No one should be denied kindness before they have a chance to change.
Courage. A gentle voice can still speak firmly when something is wrong.
Freedom. No song, title, or promise should take away another person’s choice.
Bonds
I promised to bring every member of my traveling company home safe.
A tiny animal companion knows the secret that could clear my family’s name.
Someone once showed me kindness when I had nothing; I will repay it, even if they refuse.
Flaws
I assume there is good in everyone, even when that belief puts others in danger.
I struggle to ask for help while constantly offering it to everyone else.
My uncanny luck makes me careless about risks that other people must face.
Quirks
Thanks animals for small favors, whether or not they understand.
Keeps a mental tally of songs suited to different moods.
Offers snacks during tense negotiations.
Treats every unexpected coincidence as a possible sign.
Straightens a companion’s collar before a dangerous journey.
In the world
Training
There is no single school or bloodline.
Most Disney Princesses discover their gift while helping others: a melody calms a panicked crowd, an animal answers a question, or a chance event saves a friend. A mentor may teach them to use that influence responsibly, but the essential training is learning to listen, show courage, and respect another creature’s choice.
How others see them
Many people see a Disney Princess as a reassuring mediator, an entertaining singer, or a lucky charm.
Those who have experienced her hypnotic influence may instead fear that a kindly smile can conceal a loss of agency.
Famous practitioners
Disney PrincessMaribel of the Open RoadA wandering diplomat whose gentle songs have ended feuds that armies could not.
Disney PrincessTamsin GullwakeA quiet lighthouse keeper said to receive warnings from seabirds before every storm.
Factions
The Hearthsong Circle
A loose fellowship of singers and negotiators who travel to mediate disputes and escort refugees.
The Open Paw
A network of animal caretakers who pass news between isolated villages through trusted beasts.
The Gilded Conservatory
A controversial academy teaching courtly poise, public speaking, and the ethics of influence.
Regions
The Verdant Principalities
The river courts prize warm diplomacy and teach courtly singers to mediate between rival houses.
The Mossway Marches
In these forest settlements, animal-speaking caretakers carry news across difficult terrain.
The Shattercoast
The island ports distrust hypnotic song, but welcome princesses who can calm frightened crews and beasts.
Character hooks
A royal household dismissed you as ornamental—now you travel to prove that kindness can change kingdoms.
You were raised by a community of animals after becoming lost as a child, and still consult them before major decisions.
A local disaster made you famous for surviving a string of impossible accidents; you suspect the luck belongs to someone else.
You left a prestigious finishing school after discovering its lessons were being used to control people.
You sing to calm a dangerous creature that only you believe can be redeemed.
You are searching for the stranger who once predicted your future in a song.
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