Charmer

Class Features

As a Charmer, you gain the following class features.

Hit Points
Hit Dice: 1d8 per war hero level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per war hero level after 1st

Proficiencies
Armor: None
Weapons: Simple weapons
Tools: Choose 1 artist's tool or musical instrument, and any 2 additional tools
Saving Throws: Wisdom, Charisma
Skills: Choose 5 from Acrobatics, Animal Handling, Athletics, Deception, History, Insight, Perception, Performance, Persuasion, Sleight of Hand, Stealth, Theology & Philosophy

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

  • any 1 simple weapon
  • any 1 artisan's kit, any 1 musical instrument
  • (a) diplomat's pack or (b) entertainer's pack
  • (a) business outfit, (b) designer outfit, or (c) any costume
The Charmer
Level Proficiency Bonus Features
1st +2 Call to Healing (1d6), Charming Inspiration
2nd +2 Jack of All Trades, Words of Rest (d6)
3rd +2 Charmer Archtype, Skill Expertise
4th +2 Ability Score Improvement, Charming Inspiration (d8)
5th +3 Call to Healing (2d6), Font of Inspiration
6th +3 Charmer Archtype feature, Countercharm
7th +3 Hearts of Men
8th +3 Ability Score Improvement
9th +4 Call to Healing (3d6), Words of Rest (d8)
10th +4 Charming Inspiration (d10), Skill Expertise
11th +4 Leader of Men
12th +4 Ability Score Improvement
13th +5 Call to Healing (4d6), Words of Rest (d10)
14th +5 Charmer Archtype feature
15th +5 Charming Inspiration (d12)
16th +5 Ability Score Improvement
17th +6 Call to Healing (5d6), Words of Rest (d12)
18th +6 Slippery Mind
19th +6 Ability Score Improvement
20th +6 Superior Inspiration

Call to Healing

As an action, you can heal a creature within 60 feet who can hear you by speaking words of hope and encouragement. The creature is healed 1d6 + your Charisma modifier. You can use this feature once per long or short rest.

At higher levels the number of dice increase. At 5th level this increased to 2d6, at 9th to 3d6, at 13th to 4d6, and at 17th to 5d6. You can use all of these dice in a single use or spread them over multiple actions, healing additional creatures

Charming Inspiration

You can inspire others through encouraging words. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Charming Inspiration die, a d6.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Charming Inspiration die, but must decide before the GM says whether the roll succeeds or fails. Once the Charming Inspiration die is rolled, it is lost. A creature can have only one Charming Inspiration die at a time.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Your Charming Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

Jack of All Trades

Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.

Words of Rest

Beginning at 2nd level, you can use inspirational and comforting words to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.

The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.

Charmer Archtype

At 3rd level, you gain a Charmer Archtype.

Skill Expertise

At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 10th level, you can choose another two skill proficiencies to gain this benefit.

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.

Font of Inspiration

Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.

Countercharm

At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).

Hearts of Men

At 7th level, you gain advantage on Initiative rolls when dealing with foes who are comprised of at least half Humanoids.

Leader of Men

At 11th level, you may make a Leadership roll instead of an Initiative roll, granting your Initiative roll to allies in 30' who can hear or see you. You can decide to use this ability after seeing the results of your allies Initiative rolls, but before the GM has determined the results.

Slippery Mind

By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.

Superior Inspiration

At 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use.



Charmer Archetypes

Different Charmers choose different approaches to perfecting their charms. The Charmer archetype you choose to emulate reflects your approach.

Ol' Smoothy/Best Friend of the Masses

Bonus Proficiencies. At 3rd level, you gain proficiency with three skills of your choice.

Chit-Chat. At 3rd level, by spending 1 minute speaking to a non-hostile creature with an Intelligence of 3 or higher who can understand you, you gain advanatage on Charisma checks with that target for the next 24 hours.

Charming Words. At 6th level, you can use an action to try and charm a creature. The creature must have an Intelligence score of at least 6, and be able to see and hear you. The creature must make a Wisdom saving throw with a DC of 8 + your proficiency bonus + your Charisma modifier. On a failed save, the target is charmed. The target can repeat the saving throw at the end of each of its turns to attempt to end the effect, but only if its mistreated or has reason to be suspicious of you. If the creature’s saving throw is successful, it is immune to this ability for 24 hours.

Peerless Skill. Starting at 14th level, when you make an ability check, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the GM tells you whether you succeed or fail.


Commander

Mantle of Inspiration. At 3rd level, as a bonus action, you can expend a use of Bardic Inspiration to grant your allies temporary hit points. When you do so, choose a number of allies you can see and who can see you within 60 feet of you, up to a number of them equal to your Charisma modifier (minimum of one). Each target gains 2d6 temporary hit points.

When a target gains these temporary hit points, it can also use its reaction to move up to its speed toward you, without provoking opportunity attacks. It must take the shortest, safest path to you. The number of temporary hit points increases when you reach certain levels in this class, increasing to 2d8 at 5th level, 2d10 at 10th level, and 2d12 at 15th level.

Cutting Words. At 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an Attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the GM determines whether the Attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can’t hear you or if it’s immune to being Charmed.

Battle Inspiration. At 3rd level, allies who gain an Inspiration dice from you can use that dice to add to a damage roll.

Advantageous Inspiration. At 6th level, allies who gain an Inspiration dice from you can roll the dice twice and take the higher result.

Double Inspiration. At 14th level, allies who gain an Inspiration dice can retain two Inspiration dice from you at once.

Luck Blade

Bonus Proficiencies. At 3rd level, you gain proficiency with martial weapons.

Tumbling Fool. At 3rd level, you master a variety of acrobatic techniques that allow you to evade danger. As a bonus action, you can tumble. When you tumble, you gain the following benefits for the rest of your turn:

  • You gain the benefits of taking the Dash and Disengage actions.
  • You gain a climbing speed equal to your current speed.
  • You take half damage from falling.

Blade’s Luck. You seem to have a knack for pulling yourself out of tight situations, transforming what looks like sure failure into a success. At 14th level, you can expend one use of Bardic Inspiration after you fail an ability check, fail a saving throw, or miss with an attack roll. Roll a Bardic Inspiration die and add the number rolled to your attack, saving throw, or ability check, using the new result in place of the failed one.

If using this ability grants you a success on the attack, saving throw, or ability check, note the number you rolled on the Bardic Inspiration die. The GM can then apply that result as a penalty to an attack or check you make, and you cannot use this ability again until you suffer this drawback. When the GM invokes this penalty.


Swashbuckler

Fighting Style. At 3rd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if something in the game lets you choose again.

  • Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Blade Flourish. At 3rd level, you learn to conduct impressive displays of martial prowess and speed. As an action, you can make one melee weapon attack, and your walking speed increases by 10 feet until the end of the current turn. Whenever you use this action, you can also use one of the following Blade Flourish options as part of it.

  • Defensive Flourish. You spin your weapon in circles, creating a hypnotic display. You can expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and adding the number rolled to your AC until the start of your next turn.
  • Slashing Flourish. If the attack hits its target, you can expend one of your uses of Bardic Inspiration to cause the weapon to damage each creature of your choice, other than the target, that you can see within 5 feet of you. The damage equals the number you roll on the Bardic Inspiration die.
  • Mobile Flourish. If the attack hits its target, you can expend one of your uses of Bardic Inspiration to push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on the Bardic Inspiration die. You can then immediately use your reaction to move up to your speed to an unoccupied space within 5 feet of the target.

Cunning Flourish. Beginning at 6th level, you can attack twice, instead of once, whenever you use the Blade Flourish action on your turn. You can, nevertheless, still use only one Blade Flourish option when you take that action.

Master’s Flourish. Starting at 14th level, whenever you use a Blade Flourish option, you can roll a d6 and use it instead of expending a Bardic Inspiration die.


Mastermind

Cult of Personality. At 3rd level, you (Cha)
Death Trap (Int)
Escape Plan (Int)
Force of Personality (Cha)
Master Plan (Int)
Wrathful (Cha)

Master Manipulator. At 3rd level, by taking an action to make an Insight check against a target's Wisdom saving throw, you gain advantage on Deception, Persuasion, and further Insight checks made against that target for the next hour.

Flexible Plan. At 3rd level, when you Ready your action, you don't need to specify the condition under which you will take that readied action. You still have to specify the action you will take.

At 14th level you no longer need to specify the action you are readying.

Loosen Tongue. At 6th level, you can make a Deception check opposed by your target's Wisdom saving throw to learn a secret that is known by an NPC. Depending on the level and importance of the secret, the NPC may gain a bonus to its saving throw. The fewer people that know a secret, the greater their loyalty to keep that secret.

Secret Save Bonus Example
Common +0 Keycode used by the police, known by 16 or more people
Uncommon +2 Identity of a gang's leader, known by 9 to 16 people
Valuable +5 A merchant ship hauling exotic goods, known by 5 to 8 people
Deadly +10 Plans to invade a foreign land, known by 3 to 4 people
Unutterable +15 The mental disability of a king, known by 3 or fewer people

The DC assumes that the NPC is indifferent. If unfriendly, the bonus is +5. If hostile, it's +10. If the NPC is friendly the bonus is -5. If they're helpful, then it's -10.

Lackies.
At level 3 when choosing this Archetype, you gain a humanoid companion. The CR should be 1/4 or below and have HP equivalent to 4x your Mastermind Level or its normal max, whichever is higher.




Peerless Skill. Starting at 14th level, when you make an ability check, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the GM tells you whether you succeed or fail.


Bonus Proficiencies. When you join the College of Valor at 3rd level, you gain proficiency with medium armor, shields, and martial weapons.

Combat Inspiration. Also at 3rd level, you learn to inspire others in battle. A creature that has a Bardic Inspiration die from you can roll that die and add the number rolled to a weapon damage roll it just made. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Bardic Inspiration die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses.


Extra Attack. Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.


Battle Magic. At 14th level, you have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to a cast a bard spell, you can make one weapon attack as a bonus action.


Favor. Beginning at 3rd level, you gain special consideration when calling in favors. When you choose to leverage your reputation to call in a favor, you can treat your reputation score as 10 points higher when determining how much the favor decreases your reputation. Once you have used this ability, you cannot use it again until you have finished a long rest.

At 6th and 14th levels you gain an additional use of this ability. You regain all expended uses once you have finished a long rest.

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