Icon

You are too cool for school, a legend among those who know of you. You add something special to everything you do and you make sure everyone knows about it. You’re sure you were born to be a hero.

The icon offers an even mix of offense, defense, and social skills. Their abilities are unique, fun, and versatile, but if you’re looking for a powerhouse in combat, this is not the class for you. If you want to be wonderfully ridiculous, you have come to the right place.

PROFICIENCIES

Saving Throws: Dexterity and Charisma

Skills: Choose three from Acrobatics, Athletics, Arts and Crafts, Deception, Intimidation, Performance, Persuasion, and Streetwise

Equipment: Basic Equipment and Advanced Equipment

Celebrity Expertise: Choose one from Arts and Crafts, Performance, and Persuasion. You must be proficient in a skill to gain expertise in that skill.

EQUIPMENT RECOMMENDATIONS

Equipment Pack: Entertainer Pack

Weapons: Muzzleloader rifle or muzzleloader pistol

ICON TALENTS

Banter (Level 1). As a bonus action, you can give your allies an opening by drawing the attention of an opponent you are aware of who can hear you within 60 feet. The next attack one of your allies makes against that target before the start of your next turn has advantage.

Center of Attention (Level 1). Whenever you desire, you can make yourself the center of attention. As long as you continue to speak, perform, or otherwise attract attention, enemies and bystanders that can see or hear you have disadvantage on Wisdom (Perception) checks made against anyone and anything other than you.

Flinch (Level 3). As a reaction, when an opponent within 5 feet that can see you targets you with an attack, you can cause that attack to have disadvantage. They cannot change targets in response to you doing this.

Advanced Combat Training (Level 5). Once during your turn, when you take the Attack action, you can make two attacks as part of that action.

Not My Style (Level 7). Whenever you roll a 1 on an influence die or a damage die, you can reroll that die once, taking the new result.

Star of the Show (Level 9). When you make an attack, you can choose to automatically hit, and that hit is a critical hit. You cannot do this again until you finish a short or long rest.

ICON TRICKS

Your Charming Hero level determines the number of icon tricks you know, as shown in the Tricks column of the Charming Hero table.

Do You Know Who I Am? When you ask someone to do a favor for you, as long as they aren’t overtly hostile, you can roll an influence die to convince them to agree. The target must make a Charisma saving throw against your trick DC. On a failed save, the target does the favor for you, no questions asked. The favor can be time consuming, as long as it won’t take more than an hour.

You can choose a number of the following properties for the favor equal to half of the result of the influence die, rounded up.

  • The favor can be expensive, as long as it is within the target’s Wealth Level.
  • The favor can be embarrassing, as long as the embarrassment won’t cost the target anything but pride.
  • The favor can be dangerous, as long as it doesn’t involve combat and there is a reasonable chance to avoid harm.
  • The favor can be illegal or could get the target in trouble, as long as there is a chance of not getting caught.

Frightening Blow. When you hit an opponent with an attack, you can attempt to scare the target. Roll one influence die and add the result to the damage dealt, and the target must make a Wisdom saving throw against your trick DC. On a failed save, the target is Frightened of you until the end of your next turn.

Insult to Injury. When you hit a target that can hear you with an attack, you can roll an influence die and add it to the damage of that attack. In addition, the target has disadvantage on attack rolls until the end of your next turn.

Magnetic Personality. As a bonus action, you can roll an influence die to trick an opponent within 60 feet that can hear you into coming closer. The target must make a  Wisdom saving throw against your trick DC. On a failure, it must move up to its speed toward you, taking the safest path. If there is no safe path, it does not move. Whether the target succeeds or fails, add the influence die result to the next attack roll you make against the target this turn.

Taunting Blow. When you hit an opponent with an attack, you can goad that opponent into attacking you. Roll one influence die and add the result to the damage dealt. The target of the attack must make a Wisdom saving throw against your trick DC. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

Watch This. After you make an attack roll, Strength (Athletics) check, or Dexterity (Acrobatics) check, but before determining the result, roll an influence die and add it to your result. At least one other person must be able to see you to use this trick.


Icon Table

LevelTalents
1Banter, Center of Attention
3Flinch
5Advanced Combat Training
7Not My Style
9Star of the Show


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