Orator in Ancient Greece | World Anvil
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Orator

Orator   Hit Dice: d6 Proficiencies: Armor: None Weapons: Simple Weapons Tools: Calligrapher’s Tools, Navigator’s Tools Saving Throws: Intelligence, Charisma Skills: Choose any three skills.                                         Cantrips: Spells Known:1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st: Proficiency Bonus: +2       2         4               2    -     -    -    -     -     -    -     - Spellcasting, Inspiration 2nd:Proficiency Bonus: +2       2         5               3     -    -    -     -    -     -     -    - Jack of All Trades, Analysis 3rd:Proficiency Bonus: +2        2         6               4    2     -     -     -    -     -     -     - Orator Archetype, Expertise 4th:Proficiency Bonus: +2        3         7               4    3     -     -     -    -     -     -     - Ability Score Improvement 5th:Proficiency Bonus: +3        3         8               4    3     2     -     -    -     -     -     - Inspiration (d8), Font of Inspiration 6th:Proficiency Bonus: +3        3         9               4    3     3     -     -     -     -    -     - Countercharm, Orator Archetype Feature 7th:Proficiency Bonus: +3        3        10              4    3     3     1     -     -     -     -    - 8th:Proficiency Bonus: +3        3        11              4    3     3     2     -     -     -     -    - Ability Score Improvement 9th:Proficiency Bonus: +4        3        12              4    3     3     3     1     -     -     -    - Analysis (d8) 10th:Proficiency Bonus: +4      4        14              4    3     3     3     2     -     -     -    - Inspiration (d10), Expertise, Magical Secrets 11th:Proficiency Bonus: +4      4        15              4    3     3     3     2     1    -      -    - 12th:Proficiency Bonus: +4      4        15              4    3     3     3     2     1     -     -    - Ability Score Improvement 13th:Proficiency Bonus: +5      4        16              4    3     3     3     2     1     1     -    - Analysis (d10) 14th:Proficiency Bonus: +5      4        18              4    3     3     3     2     1     1     -    - Magical Secrets, Orator Archetype Feature 15th:Proficiency Bonus: +5      4        19              4    3     3     3     2     1     1    1     - Inspiration (d12) 16th:Proficiency Bonus: +5      4        19              4    3     3     3     2     1     1    1     - Ability Score Improvement 17th:Proficiency Bonus: +6      4        20              4    3     3     3     2     1     1    1     1 Analysis (d12) 18th:Proficiency Bonus: +6      4        22              4    3     3     3     2     1     1    1     1 Magical Secrets 19th:Proficiency Bonus: +6      4        22              4    3     3     3     3     2     1    1     1 Ability Score Improvement 20th:Proficiency Bonus: +6      4        22              4    3     3     3     3     2     2    1     1 Superior Inspiration   Spellcasting   Cantrips - At 1st level, you know three cantrips of your choice from the Orator spell list. You learn additional Orator cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Orator table.   Preparing and Casting Spells Orators have learned secrets of the nature of reality. They can use these secrets to influence the mind of friend or foe, and know words of power from the alphabet of the Gods themselves. When they cast a spell they are using the knowledge of these words of power to alter reality. See PhB for further details on spellcasting.   Spell Slots - The Orator table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.   Spells known of 1st level or higher - You know four 1st level spells of your choice from the Orator spell list. The spells known column of the Orator table shows when you learn more Orator spells of your choice. Each of these spells must be of a level for which you have spells slots, as shown on the table. Additionally, when you gain a level in this class, you can choose one of the Orator spells you know and replace it with another spell from the Orator spell list, which also must be of a level for which you have spell slots.   Spellcasting Ability Charisma is your spellcasting ability for your Orator spells. Your power comes from your ability to influence the minds of others. Spell save DC = 8 + your charisma modifier + your proficiency bonus Spell attack modifier = your proficiency bonus + your charisma modifier   Ritual Casting - You can cast an orator spell as a ritual if that spell has the ritual tag and you have the spell prepared.   Inspiration - You can inspire others through stirring words or motivating logic. 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 an 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 Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Inspiration die is rolled, it is lost. A creature can have only one Inspiration die at a time. You can use this feature a number of times a day equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest. Your 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.   Analysis - Starting at 2nd level, you can quickly analyze what worked and what didn’t in battle during a short rest. If you or any friendly creatures who can hear your insight regain hit points at the end of the short rest by spending one or more hit dice, each of these 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.   Orator Archetype - At 3rd level, you decide to focus your studies further, and choose Philosopher, Scholar, or Warrior-Poet, all detailed at the end of this class description. Your choice grants you features at 3rd level and again at 6th and 14th level.   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. Alternately, you can take a feat in place of your Ability Score Improvement.   Font of Inspiration - Beginning when you reach 5th level, you regain all of your expended uses of Inspiration when you finish a short or long rest.   Countercharm - At 6th level, you gain the ability to use words of power to disrupt mind-influencing effects. As an action, you can recite words that last 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).   Magical Secrets - By 10th level, you have plundered the depths of lore to find the secret workings of power. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast or a cantrip. The chosen spells count as Orator spells for you and are included in the number in the Spells Known column of the Orator table. You learn two additional spells from any class at 14th level and again at 18th level,   Superior Inspiration - At 20th level, when you roll initiative and have no uses on Inspiration left, you regain one use.   Scholar   Sage - At 3rd level when selecting this archetype, you gain proficiency with three additional skills of your choice of any skill.   Genius - Also at 3rd level, you gain a +2 Intelligence, which raises your maximum Intelligence by two as well.   Additional Magical Secrets - At 6th level, you learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Orator table, or a cantrip. The chosen spells count as Orator spells for you but don’t count against the number of Orator spells you know.   Peerless Skill - Starting at 14th level, when you make an ability check, you can expend one use of Inspiration. Roll an 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 DM tells you whether you succeed or fail.   Philosopher   Logos - At 3rd level, after selecting this archetype, you gain the ability to think your way through magical effects that target your mind. You have advantage on all saving throws that involve magical charm, fear, and illusion.   Eidon - Also 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 Inspiration, rolling an 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 DM 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 is immune to being charmed.   Noesis - Starting at 6th level, the Guidance and Vicious Mockery cantrips automatically add a die equal to your Inspiration die.   Sophia - Starting at 14th level, you can cast Feeblemind and Glibness as a spell cast from the highest spell slot you can cast at your current level. You can only cast each spell once before needing a long rest to refresh it.   Warrior-Poet   Bonus proficiencies - At 3rd level when selecting this archetype, you gain proficiency with light armor, shields, and martial weapons.   Combat Inspiration - Also at 3rd level, you learn to inspire others in battle. A creature that has an 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 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.   Good Advice - Starting at 6th level, you can apply Combat Inspiration to yourself.   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 cast an Orator spell, you can make one weapon attack as a bonus action.

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