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charismatic HERO

charismatic HERO

Class Role: Face, Leader, Influencer, Morale
Primary Ability: Charisma
Secondary Abilities: Wisdom, Dexterity
Hit Dice: d6
Armor Training: Light Armor
Weapon Training: Simple weapons, Handguns, Shotguns
Saving Throws: Charisma, Wisdom
Skill Proficiencies (Choose 3):
Deception, Insight, Intimidation, Performance, Persuasion, Perception, Sleight of Hand

LEVEL PROGRESSION SUMMARY

Level          Features

    1              Two Basic Talents                                     
    2              One Basic Talent                                        
    3              Archetype Feature                                   
    4              Ability Score Increase                             
    5              One Basic or Trained Talent                   
    6              One Basic or Trained Talent                   
    7              Archetype Feature                                   
    8              Ability Score Increase                              
    9              One Basic or Trained Talent                   
   10             Archetype Feature                                   
   11             One Basic, Trained or Advanced Talent
   12             Ability Score Increase
   13             One Basic, Trained or Advanced Talent
   14             Archetype Feature
   15             One Basic, Trained or Advanced Talent
   16             Ability Score Increase
   17             One Basic, Trained, Advanced or Expert Talent
   18             Ability Score Increase
   19             One Basic, Trained, Advanced or Expert Talent
   20             One Basic, Trained, Advanced or Expert Talent
 

 CORE CLASS FEATURES

basic talents:

influence
You have a pool of influence dice (1d6) equal to your Charisma Modifier that refreshes on a Long rest. as a bonus action, you may give or use an influence die to affect an attack or skill check.

Calm Under Pressure
Once per long rest, when you fail an intelligence, wisdom or charisma saving throw, you may reroll it. 

magnetic presence
Gain expertise in two charisma skills you are proficient in.

celebrity
you may roll a performance skills check (DC 15) to add your charisma modifier to  wealth roll.

manipulator
insight checks against your deception skill are made at disadvantage.

firebrand
intimidation checks may impose the frightened condition on targets who fail a wisdom saving throw, (DC Charisma + Proficiency + 8)

diplomat
your Persuasion and insight gain Advantage

trained talents

gains! 
permanently gain +2 to your charisma score

greater influence
your influence dice are now 1d8.

unshakable persona
regain one influence die when you succeed on a saving throw.

rally
you may spend one influence die as a bonus action to force a reroll of all initiatives.

advanced talents

gains! x2
permanently gain +2 to your charisma score (Max. 22)

even greater influence
(requires 'greater influence') 
your influence dice are now 1d10.


silver tongue
you may reroll a failed charisma skill check and use the new result.  this may be done up to your Proficiency bonus per long rest.

font of inspiration
you now regain all expended uses of influence dice on short or long rests.

expert talents

gains! x3
permanently gain +2 to your charisma score (Max. 24)

Superior Inspiration
Your inspiration dice may be given as a reaction to a d20 roll, adjusting one roll that was just made.

apex of charm
Once per long rest, you may impose Mass charm or mass fear on all creatures of your choice within 30 feet. (Charisma save dc Chr+Prof+8 to resist).

absolute authority
when you expend one of your own inspiration dice, you may roll twice and take either result.
 

charisma HERO ARCHETYPES

operator

Role: Infiltrator, Manipulator, Social Stealth
Fantasy: Spy, Fixer, Secret Agent
"The greatest disguise is becoming forgettable."

 

Level 3 – Blend In

You master social invisibility.

  • Gain proficiency in Deception and Disguise Kits.

  • Creatures have Disadvantage on checks made to identify or remember you unless you deliberately draw attention to yourself.

  • You may use Charisma instead of Dexterity for Stealth checks in urban or social environments.

 

Level 7 – False Persona

You maintain layers of fabricated identities.

  • During a Long Rest, create a Persona with a name, occupation, and mannerisms.

  • While acting as that Persona:

    • Gain Advantage on Deception and Persuasion checks.

    • Magical effects that detect lies or determine intent must succeed on a Wisdom save against your Faith HERO DC to reveal your deception.

 

Level 10 – Ghost in the Crowd

You disappear in plain sight.

  • As a Bonus Action, when within 10 feet of at least one creature or object large enough to obscure you:

    • Become Invisible until the start of your next turn or until you attack or cast an ability.

  • You may use this feature a number of times equal to your Charisma modifier per Long Rest.

 

Level 14 – Redirect Suspicion

When a creature accuses, targets, or attempts to reveal you:

  • Use your Reaction to force them to make a Wisdom saving throw.

  • On a failure, they instead suspect another creature of your choice within 30 feet.

You may use this feature up to your Proficiency Bonus per Long Rest.

 

Level 18 – Untouchable Identity

Your true self becomes impossible to pin down.

  • You are immune to mind-reading effects unless you allow them.

  • You cannot be magically tracked or identified.

  • Once per Short Rest, when targeted by an attack or hostile ability, you may force the attacker to target another creature within range instead.

Demagogue

Role: Battlefield Controller, Fear Support, Crowd Manipulator
Fantasy: Cult Leader, Tyrant, Revolutionary
"Truth matters less than conviction."


Level 3 – Commanding Voice

Your words strike with unnatural authority.

  • Gain proficiency in Intimidation and Persuasion.

  • As a Bonus Action, choose one creature within 30 feet:

    • They suffer Disadvantage on attacks against creatures other than you until the start of your next turn.


Level 7 – Mass Hysteria

You weaponize emotion.

  • As an Action, creatures of your choice within 20 feet must make a Wisdom saving throw.

  • On a failure, they become Frightened of you until the end of your next turn.

  • Creatures already Frightened instead become Stunned until the end of your next turn.

Once per Short Rest.


Level 10 – Divide the Weak

You turn allies against one another.

  • When a creature within 30 feet misses an attack, you may use your Reaction to force them to attack another creature within range.


Level 14 – Absolute Conviction

Your followers become fanatics.

  • Allies within 20 feet gain:

    • Advantage on saving throws against Fear and Charm.

    • Temporary Hit Points equal to your Charisma modifier at the start of combat.


Level 18 – Voice of the Masses

As an Action, deliver a terrifying declaration for 1 minute:

  • Enemies within 30 feet suffer Disadvantage on Wisdom saves.

  • Whenever an enemy fails a saving throw, one ally of your choice may immediately make one weapon attack as a Reaction.

  • Frightened creatures cannot willingly move closer to you.

Once per Long Rest.

 

icon

Role: Support, Inspiration, Momentum Builder
Fantasy: Celebrity, Pop Idol, Star Performer
"Hope becomes real when everyone believes together."


Level 3 – Star Presence

You radiate irresistible charm.

  • Gain proficiency (or expertise if you have proficiency) in Performance and Persuasion.

  • Allies within 20 feet gain a bonus to Initiative equal to your Charisma modifier.


Level 7 – Encore Performance

Your encouragement fuels allies.

  • Whenever an ally within 30 feet succeeds on an attack roll, saving throw, or ability check:

    • They gain temporary Hit Points equal to your Charisma modifier.


Level 10 – Spotlight

As a Bonus Action, choose one creature within 30 feet:

  • Until the start of your next turn:

    • Attacks against them have Advantage.

    • Their movement speed is reduced by 10 feet.

  • Alternatively, choose an ally:

    • Their attacks deal bonus Radiant damage equal to your Charisma modifier.


Level 14 – United Hearts

Your performances unite your allies.

  • As an Action, begin a Performance lasting up to 1 minute:

    • Allies within 30 feet gain Advantage on saving throws.

    • Whenever an ally within the aura rolls a natural 20, another ally of your choice may immediately move up to their speed without provoking Opportunity Attacks.

Once per Long Rest.


Level 18 – Legendary Idol

Your presence alone changes the battlefield.

  • At the start of combat, all allies within 30 feet gain:

    • Temporary Hit Points equal to your level.

    • Advantage on their first attack roll.

  • Once per round, when an ally within 30 feet would fail a d20 roll, you may allow them to reroll it.

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