"One spark can light the heavens, one soul can shatter eternity!"

Custom Class- Diplomat

In a bustling city, a figure stands out amidst the chaos. This is no ordinary adventurer, clad in armor and brandishing a weapon. Instead, this individual is adorned in fine robes, a quill tucked behind their ear, and a scroll case slung over their shoulder. This is a Diplomat, a master of words and a beacon of reason in a world often ruled by the sword.

The Diplomat moves with a calm and measured grace, their eyes constantly observing, analyzing, understanding. They listen more than they speak, but when they do talk, their words carry weight and meaning. They are not just heard, but listened to, their voice a soothing balm in the heat of conflict, a ray of hope in the face of despair.

In the tavern, they are the ones mediating disputes, their words weaving a tapestry of peace from threads of discord. On the battlefield, they stand not in the front lines, but in the heart of their allies, their speeches inspiring courage and resilience. In the royal court, they negotiate with kings and queens, their eloquence and wisdom shaping the fate of kingdoms.

Class Features

  • Hit Points
    • Hit Dice: 1d8 per Diplomat level
    • Hit Points at 1st Level: 8 + your Constitution modifier
    • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Diplomat level after 1st
  • Proficiencies
    • Armor: None
    • Weapons: Simple weapons
    • Tools: None
    • Saving Throws: Wisdom, Charisma
    • Skills: Choose two from Persuasion, History, Insight, Intimidation, and Deception

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a quarterstaff or (b) any simple weapon
  • (a) a diplomat’s pack or (b) an explorer’s pack
  • A scroll case full of notes from your studies or speeches

The Power of Words

Starting at 1st level, your aptitude in molding conversations and inspiring others allows you to manipulate others’ actions. As an action, you can make a Charisma (Persuasion) check contested by a creature’s Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.

If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can’t make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart.

If you succeed on the check and the creature isn’t hostile to you, it is charmed by you for 1 minute. While charmed in this way, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Words of Healing

Starting at 2nd level, you can use soothing words to revitalize your wounded allies. As a bonus action, you can choose an ally you can see within 60 feet of you and spend a number of hit dice up to half your Diplomat level. The chosen ally regains a number of hit points equal to the total rolled.

Master Orator

Starting at 5th level, you can use your action to speak inspiring words. All allies within 60 feet of you who can hear you gain advantage on their next attack roll or saving throw.

Silver Tongue

Starting at 7th level, your words become even more persuasive. You gain proficiency in the Persuasion skill if you don’t already have it, and your proficiency bonus is doubled for any ability check you make with it.

Heartfelt Plea

At 10th level, you can touch a creature and deliver a speech that touches its very soul. The creature must make a Wisdom saving throw against your Diplomat spell save DC. On a failed save, the creature is charmed by you for 1 hour or until you or your companions do anything harmful to it. The charmed creature regards you as a trusted friend to be heeded and protected.

Inspring Orator

At 15th level, when you use your Master Orator feature, you can choose a number of allies equal to your Charisma modifier (minimum of one). The chosen allies gain temporary hit points equal to your Diplomat level + your Charisma modifier.

Voice Of Reason

At 18th level, you can use your action to end one effect on yourself or on one willing creature that you touch. The effect must be causing the target to be charmed or frightened.

Unyielding Speech

Starting at 20th level, your words become so powerful they can bring a creature back from the brink of death. As an action, you can force a creature that has 0 hit points and is dying to make a death saving throw immediately. If the saving throw is successful, the creature stabilizes and regains 1 hit point.

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