Charismatic Hero in Element 133 | World Anvil

Charismatic Hero

The Charismatic Hero uses his Charisma score to the best advantage. Taking a feature in this class demonstrates a facility for connecting with others, developing proficiency in influencing their actions, and improving your ability to win their support through debate, compromise, or seduction. Personal magnetism, applied interaction techniques, and a touch of charm combine to define the Charismatic Hero.

A Charismatic Hero might be charming or engaging: he might be strikingly handsome or possessed of great personal magnetism. He might be alluring or fascinating. Whether captivating or compelling, he is definitely appealing on a number of different levels.

Examples of Charismatic Heroes

Persuasive leaders, attractive celebrities and personalities, inspiring politicians, adept negotiators, entertainers, seducers, flirts, fast-talkers, con artists, flamboyant spies, and suave gamblers are some of the professional choices available to the Charismatic Hero.

Ability

Charisma is the ability associated with this class. Charismatic Heroes also usually have a high score in at least one of the physical abilities. The base class features for this class are the same as all General Classes and can be found in that article.

Class Features

Tier One
Charm - 1500 AXP

TIER ONE FEATURE: Charm

    • AXP: 1500
    • Pre-Requisites: None
    • Grants Access To: None

The Charismatic hero gets a bonus on all Charisma-based skill checks made to influence members of his chosen gender. (Some characters are charming to members of the opposite gender, others to members of the same gender.) The bonus is equal to half the character's charisma modifier, minimum 1.

A Charismatic hero can only charm NPC characters with attitudes of indifferent or better. The charm bonus can’t be used against characters who are unfriendly or hostile.

This ability can be taken more than once (for another gender) for half the AXP.


 
Coordinate - 2000 AXP

TIER ONE FEATURE: Coordinate

    • AXP: 2000
    • Pre-Requisites: None
    • Grants Access To: None

The Charismatic hero has a knack for getting people to work together. When the hero can spend a full round directing his or her allies and makes a Charisma check (DC 10), the hero provides any of his or her allies within 30 feet a +1 bonus on their attack rolls and skill checks. The bonus lasts for a number of rounds equal to the hero’s Charisma modifier.


 
Dazzle - 2000 AXP

TIER ONE FEATURE: Dazzle

    • AXP: 2000
    • Grants Access To: None

The Charismatic hero has the ability to dazzle a target through sheer force of personality, a winning smile, and fast-talking. The target must have an Intelligence score of 3 or higher to be susceptible to a dazzle attempt, must be within 30 feet of the hero, and must be able to see, hear, and understand the hero.

To dazzle a target, the hero must use full action to dazzle a target. The target resists the dazzle attempt by making a CON saving throw (DC 10 + Charismatic hero’s tier + Charismatic hero’s CHA modifier). If the save fails, the target receives a –1 penalty on attack rolls, ability checks, skill checks, and saving throws for 1d4 rounds. This increases to 2d4 at tier 5, and 3d4 at tier 7.

This talent can be any number of times per day, but may only be used on the same target a number of times equal to your CHA modifier per day, each time worsening the dazzled penalty by –1. This is a Mind-Affecting ability.


 
Fast-Talker - 1500 AXP

TIER ONE FEATURE: Fast-Talker

    • AXP: 1500
    • Pre-Requisites: None
    • Grants Access To: None

The Charismatic hero has a way with words when attempting to con and deceive. With this talent, he or she doubles his or her proficiency bonus on any Persuasion, Deception, Intimidation, or Sleight of Hand checks the hero makes while attempting to lie, cheat, or otherwise bend the truth.


 
Inspiration - 2000 AXP

TIER ONE FEATURE: Inspiration

    • AXP: 2000
    • Pre-Requisites: Wisdom or Charisma ability score of at least 13
    • Grants Access To: None

You can inspire others through stirring words or music. 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 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 Bardic 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 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 tiers. The die becomes a d8 at 3rd tier, a d10 at 5th tier, and a d12 at 7th tier. You may also spend one action point each use to increase the die type.


 
Self Confidence - 2200 AXP

TIER ONE FEATURE: Self Confidence

    • AXP: 2200
    • Pre-Requisites: None
    • Grants Access To: None

You may add a skill bonus equal to one half your tier, rounded down (min 1) to all Charisma based skill checks.


 

 
Tier Two
Under Construction - Estimated Count: 6
Favor - 3600 AXP

TIER TWO FEATURE: Favor

    • AXP: 3600
    • Grants Access To: None

The Charismatic hero has the ability to acquire minor aid from anyone he or she meets. By making a favor check, a Charismatic hero can gain important information without going through the time and trouble of doing a lot of research. Favors can also be used to acquire the loan of equipment or documents, or to receive other minor assistance in the course of an adventure.

To make a favor check, roll a d20 and add the character’s favor bonus, equal to the character’s tier x 2. The DM sets the DC based on the scope of the favor being requested. The DC ranges from 10 for a simple favor to as high as 30 for formidable and highly dangerous, expensive, or illegal favors. A Charismatic hero may spend 1 action point to halve the DC of the check. A Charismatic hero can’t take 10 or 20 on this check, nor can the hero retry the check for the same (or virtually the same) favor. Favors should help advance the plot of an adventure. A favor that would enable a character to avoid an adventure altogether should always be unavailable to the character, regardless of the result of a favor check.

The DM should carefully monitor a Charismatic hero’s use of favors to ensure that this ability isn’t abused. The success or failure of a mission shouldn’t hinge on the use of a favor, and getting a favor shouldn’t replace good roleplaying or the use of other skills. The DM may disallow any favor deemed to be disruptive to the game.


 
Captivate - 3600 AXP

TIER TWO FEATURE: Captivate

    • AXP: 3600
    • Grants Access To: None

The Charismatic hero has the ability to temporarily beguile a target through the use of words and bearing. The target must have an Intelligence score of 3 or higher to be susceptible to a captivate attempt, must be within 30 feet of the hero, must not be in combat, and must be able to see, hear, and understand the hero.

To captivate a target, the hero must use an action and make a Charisma skill check of any kind (DC 15). If the skill check succeeds, the target can try to resist.

The target resists the captivation attempt by making a Will saving throw (DC 10 + Charismatic hero’s tier + Charismatic hero’s CHA bonus). If the saving throw fails, the hero becomes the target’s sole focus. The target pays no attention to anyone else for 1 round and remains friendly. This focusing of the target’s attention allows other characters to take actions of which the captivated target is unaware. The effect ends immediately if the target is attacked or threatened, how ever attacks against the captivated creature have advantage and they are considered suprised by the attack.

A Charismatic hero can concentrate to keep a target captivated for additional rounds. The Charismatic hero concentrates all his or her effort on the task, and the target gets to make a new Will save each round. The effect ends when the hero stops concentrating, or when the target succeeds on the save. This is a Mind-Affecting ability.


 
Taunt - 5600 AXP

TIER TWO FEATURE: Taunt

The Charismatic hero has the ability to temporarily rattle a target through the use of insults and goading. The target must have an Intelligence score of 3 or higher to be susceptible to a taunt, must be within 30 feet of the hero, and must be able to hear and understand the hero.

To taunt a target, the hero must use an attack action. The target resists the taunt by making a Will saving throw (DC 10 + Charismatic hero’s tier + Charismatic hero’s CHA bonus). If the save fails, the target becomes stunned for 1 round.

A taunt can be played on an opponent any number of times. But may only be used a number of times per day equal to your Charisma modifier. This is a Mind-Affecting ability.


 
Inspire Confidence - 5600 AXP

TIER TWO FEATURE: Inspire Confidence

    • AXP: 5600
    • Grants Access To: None

The Charismatic hero can inspire his or her allies, bolstering them and improving their chances of success. An ally must listen to and observe the Charismatic hero for a full round for the inspiration to take hold, and the hero must make a Charisma check (DC 10). The effect lasts for a number of rounds equal to the hero’s Charisma modifier, or until the Charismatic hero is incapacitated.

An inspired ally gains a +2 morale bonus on saving throws, attack rolls, and damage rolls.

A Charismatic hero can’t inspire him or herself. The hero can inspire a number of allies equal to his or her tier.


 

 
Tier Three
Under Construction - Estimated Count: 4
Greater Inspire Confidence - 5600 AXP

TIER THREE FEATURE: Greater Inspire Confidence

The Charismatic hero can inspire his or her allies to even greater heights, bolstering them and improving their chances of success. An ally must listen to and observe the Charismatic hero for a full round for the greater inspiration to take hold, and the hero must make a Charisma check (DC 10). The effect lasts for a number of rounds equal to 1d4 + the hero’s Charisma modifier.

An inspired ally gains an additional +1 morale bonus on saving throws, attack rolls, and damage rolls, which stacks with the bonus from inspiration for a total of a +3 morale bonus.

A Charismatic hero can’t inspire him or herself. The hero can inspire a number of allies equal to twice his tier.


 

 
Tier Four
Under Construction - Estimated Count: 3  
 
Tier Five
Under Construction - Estimated Count: 2  
 
Tier Six
Under Construction - Estimated Count: 1  
 

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