Social classes introduction in Lost Waves | World Anvil

Social classes introduction

The Sh'areen Caliphate has a wealth of different kinds of social situations. It's worth reading about the country a bit extra and be aware of the Sh'reen culture as much as possible. It's all about who you know and knowing who to talk to. Almost anyone who is part of any social strata above commoner, or who works directly for such a person, will have both a public image with official contacts and a dark web of contacts, agendas, and resources. To those in the know, this is more or less a given and not a bad thing as such. But it is considered extremely impolite to drag any of that game out into the open if it can be avoided. Doing so would likely lead to retaliation by having one's secrets exposed.
  Playing this dangerous game is often the purview of bards and enticers, but anyone can get caught in its machinations. And bumbling into the wrong situation in the wrong way can be as dangerous as walking into a sword-fight unarmed. Sometimes more so.
 

How to play a social mastermind.

The idea of always being on top in the social games might seem daunting. And it does require a bit more understanding of social interaction than playing a fighter require knowledge of fencing. That said, skills and the game master are there for a reason. A character who is supposed to understand the intricacies of etiquette or the game can rely on being told out of character if what they're doing might be a bad idea, provided their stats reflect that ability.
  To help out, take plenty of notes on the positions, desires and aversions, and contacts of any NPC encountered. Compare notes between the characters regularly to know who might be acting for or against whom and think about how supporting either might benefit you. Being helpful while seeming neutral to the other side is the best if possible. If you're skilled enough, you might use this to play the sides out against each other while still having both thank you for your support. Anyone might be a useful contact later, so don't burn them unless necessary. Even your allies might appreciate having someone who can talk on friendly terms with the enemy.

Intricate social order

On the surface, the social hierarchy within the Caliphate is more or less the ladder of social classes described for the country. However, the layers of favours go deep. And everyone has secrets and secret agendas. Assume as much and you'll live longer.
  The more well-connected and rich someone is, the more you should beware of them. And slaves are often excellent spies to use against those who aren't careful. That said, it is safer to use the lower classes than it is higher. And keep track of command.
  Honour is important on the surface within the Caliphate. Everyone wants to seem loyal and faithful to both the nation, the local house, and the gods. In private, they may or may not be loyal to any of them, but they can be forced into positions where they have to do something or lose face. And the more important you are, the more important your reputation. You can likely get a Divine Guide to do anything to save face, but even a commoner will want to keep up appearances if possible.

 

Employees

Any and all noble houses have a cadre of diplomats, envoys, and even simple hosts for guests who are tasked with finding information and giving discreet nudges. This goes double for the Caliphate as a whole. But more hidden groups such as The Dust and the Communion of Silence have reason to want access to the right ear.
  More social characters have reason to come from nearly every walk of life, but they are rarely from combat-heavy backgrounds. Why swing a sword if you can convince the other to take your side instead?

Enticer


Hit Points

Hit Dice: d6 per Enticer level
Hit Points at first Level: 6 + your Constitution modifier.
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Enticer level after 1st.

Proficiences

Armor: Light armor
Weapons: Dagger, Dart, Light Crossbow
Tools: Any two of your choice. Any one instrument of your choice.
Saving Throws: Wisdom, Charisma
Skills: Choose four from Animal Handling, Arcana, Deception, History, Insight, Intimidation, Perception, Performance, Persuasion, Religion, Slight of Hand, and Stealth.

Overview & Creation

A friendly smile spreads across a halfling diplomat’s lips as she greets her counterpart. The negotiations are completely under her capable control. With a seductive glance, a half-elf makes sure the only thing anyone in the room sees are his hips moving with the rhythm of the music. As the crowd gathers, a dwarf draws everyone’s attention. His speech about vengeance on the oppressors rallies everyone to his cause.   While most classes in Dungeons & Dragons focus on various combat abilities, an enticer is an almost wholly social creature. They don’t need magic to control anyone’s mind most of the time but can instead rely on sheer personality.  

Diplomats and Envoys

A common role of an enticer is to represent an important person or group. It might be as big as a country or as little as a single adventurer who isn’t very good at speaking for themselves. Whatever the context, they are the face who represents others or themselves as needed.   You will rarely find enticers in the wilderness or even in small communities as their talents are much more suitable for urban areas or travel.   Another common role for enticers is that of a merchant. Their ability to get others on their side is extremely useful in order to buy and sell wares at a profit. And even so, their business partners often end up appreciating the deals made.   When two parties can’t find any middle ground an enticer is usually the ones to help them negotiate. Their talents make them easy to trust and they have a knack for figuring out what others actually want.   Of course, as one can guess from the class’ inclusion in this book, many enticers pull on heartstrings or sexual desires to gain the upper hand. Most people can be led away from purely logical arguments and instead follow the enticer for emotional reasons.  

Popular Leaders

While other classes might end up leaders thanks to appreciation for great deeds, enticers are the ones who will have the support of the people through charm alone. Of course, not all of them make great leaders, but they are usually good at convincing others that they are.   An adventuring party might not formally recognize an enticer as their leader in terms of making decisions, but they do well in letting them speak for the group when interacting with others. They are also the ones most likely to enjoy this role, possibly to the point of resenting a group that won’t allow them to shine.   One benefit of this ability to gain popularity is the way enticers can rally groups to their cause. An adventuring party might find themselves fighting at impossible odds, but thanks to their enticer, they gain the aid of an entire mercenary company willing to fight for their cause. Or the enticer might have the people rise up against a tyrant.   Popularity can be a double-edged sword, however. It makes you recognizable, which means that some more careful enticers prefer to use this tactic sparingly. They can build a platform rather quickly when they need to, after all.  

Specialties & Tricks

Everyone has their expertise and way of getting people on their side. Exactly how an enticer deals with various tricky situations says a lot about their outlook and what encounters they are used to. Come up with some strategies or consult the chart below for some ideas.
d6Strategy
1A smile goes a long way. You’re everyone’ friend.
2Honeypot seduction.
3Act superior and people will treat you as one.
4As long as you also show strength, people respect humility.
5Humor unites, inappropriate humor offends.
6[Be gentle and listen.
 

Creating an Enticer

When you create an enticer character, try to imagine how they ended up with the skills they have. Are they naturally charismatic or did they have to learn how to get others on their side? Do they want to be the center of attention or do they prefer to be gentle whispers from the shadows?   There are schools who specifically train various diplomatic skills, but they can also be picked up along the way when training for other things. For instance, while many associate bards with performance, the social landscape of the arts suits an enticer perfectly. A lot of nobles and those around nobility learn etiquette and social graces from an early age, which might be another way your character learned their craft. Or they might have had a mentor that they studied under and who they now owe a lot. There are some enticers for whom the skills just comes naturally, but even they usually have to practice.   Another series of important questions to ask yourself is what people, groups, and ideals that you have promoted. Have you simply made sure that you yourself has had a career? Have you represented someone else in an official capacity? What about an unofficial or clandestine capacity? Have you attempted to spread some ideal that people might relate to? For instance, enticers might work alongside clerics and paladins for a church in order to spread the good word and guide the flock.   How much do you need to believe in what you say? Are you simply a face to hire, or are you simply there to help? Who do you ultimately serve?  

Quick Build

You can quickly make an enticer by following these suggestions. First, Charisma is your most important ability by far and should be the highest. This should be followed by Wisdom. Secondly, choose the noble background. Choose Disguise kit, Painter’s tools, Deception, Insight, Performance, and Persuasion as your proficiencies.  

Multi-Classing

If you add levels of enticer after already gaining levels in another class, you only gain proficiency in one of the skills listed for this class. Levels of enticer count as half-levels for determining the number of spell-slots. However, you must have a Charisma of at least 14 to gain levels as an enticer.


Class Features

Convince

At the very core enticers are about getting others to do what they want. Starting at 1st level, you can use an action to force a creature that is not a construct, plant, or ooze, to make a Wisdom saving throw against your spellcasting DC. On a failed save, they are charmed or aroused (your choice) by you, or a creature you both can see, for 1 hour. Regardless of if they failed or not, they are unaware of this being anything but a normal feeling. However, if you push them to do something they normally wouldn’t they might suspect something afterwards.   For this ability to work, the target must be within 60 feet of you and must be able to see or hear you. You can do this a number of times shown in the convince column of the enticer table. You regain expended uses when you finish a short or long rest.  

Bonus Cantrips

Starting at 1st level, you learn three of the following cantrips if you didn’t know them already: dancing lights, friends, mending, message, mage hand, minor illusion, prestidigitation, thaumaturgy, or vicious mockery.   You gain another cantrip from this list when you reach 4th (4 total), 10th (5 total), and 15th (6 total) respectively.  

Enticer Archetype

At 3rd level, you choose an archetype that shows which path you’re taking to become the best at what you do. Two such archetypes are described at the end of this class description: Seducer and Diplomat. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.    

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.  

Conversational Recovery

Starting at 5th level, you can instantly regain all your uses for the Convince ability by giving up a spell slot of 1st level or higher. Once you have done this, you can not do so again until you have finished a long rest.  

Enticing Demagogue

When you reach 5th level can choose to use your Convince feature on more than one creature as the same action, using up one use of the ability for each creature.  

Indomitable

In order to control others, you must remain in control of yourself. Starting when you reach 6th level, you are immune to arousal, charm, and fear effects unless you consciously allow for the effect to happen. In addition, you have advantage on any Charisma (Deception) or Charisma (Performance) check to pretend that you are under the influence of the effect if needed. You are aware of who attempted to use the ability on you.  

Extra Language

When you reach 9th level as an enticer, you learn one extra language of your choice as your studies on how to communicate have let you understand more people. You gain one more language at levels 13 and 17.  

Communication

As you reach 10th level in this class, you are able to create an aura around you that allows any creature who speaks at least one language and has an Intelligence of 5 or higher to be able to understand anything spoken by other such creatures within the aura. This aura is a sphere with a radius of 20 feet centered on you and lasts for one hour. You can do this a number of times equal to your Charisma modifier and regain all uses after you finish a long rest.  

Cultural Butterfly

Starting at 14th level, after spending 24 hours immersed in a culture, you have learned the basics of its customs and etiquette and will suffer no disadvantages due to unfamiliarity and you effortlessly navigate any social function. This doesn’t mean you automatically know the language, but you will have picked up some polite phrases.  

Extended Agreement

When you reach 14th level, the effects of your Convince ability lasts for 24 hours instead of 1. The target can repeat their saving throw at the end of each of these hours, breaking the effect on themselves on a success.  

Leader of All

As you reach 18th level as an enticer, your Convince ability is extended and a single use of it can be applied to any number of creatures within range who can see or hear you.  

Ruler

When you reach level 20 as an enticer, your words bind people at their very core. Those affected by your Convince ability are under your thrall for 30 days but can make a new saving throw at the end of each 10 days, ending the effect on themselves on a success. Also, you have advantage on all Charisma (Deception), Charisma (Persuasion), and Wisdom (Insight) checks as long as you have an extended conversation with the target.


Starting Equipment

You start with the following equipment in addition to the equipment granted by your background. If you are using currency for starting equipment instead, an enticer starts the game with 5d4 × 10 gp.

  • Leather armor
  • (a) two daggers or (b) a light crossbow and 20 bolts
  • (a) a diplomat’s pack, (b) an explorer’s pack, or (c) a scholar’s pack
  • One toolkit for which you are proficient
  • An additional 10 gp


Spellcasting

By the time you reach 2nd level, your connection to the weave of social relationships extends to a connection to the magical Weave and allows you to cast spells. However, all your spells always have a verbal component even if their description says otherwise.  

Spell Slots

The enticer chart shows how many spell slots you have to cast 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 spell slots when you finish a long rest.   For example, if you know the 1st-level spell charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either spell slot.  

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the enticer spell list.   The Spells Known column in the enticer table shows when you learn more enticer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.   Additionally, when you gain a level in this class, you can choose one of the enticer spells you know and replace it with another spell from the enticer spell list, which also must be of a level for which you have spell slots.  

Spellcasting Ability

Charisma is your spellcasting ability for enticer spells since they rely on your ability to make connections. You use your Charisma whenever a spell or enticer ability refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for your enticer spells and abilities, and when making attack rolls with one of these spells.  
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier


Subclass Options

There are many versions of enticers, two of which are presented here: Diplomat and Seducer. As this class is created specifically for this book, there are much fewer subclasses available to players. For an experienced DM, it might be worth the effort to create new archetypes together with players if they have a particular idea they want to play. Use the archetypes here as a guide to balancing any new ones.  

Diplomat

While this archetype has little to do with the general themes of this book, it is a very common goal to strive for as an enticer. A Diplomat can negotiate agreements and contracts that make everyone feel as satisfied as possible. Soldiers might fighting on the battlefield, but a good diplomat can stop the war from starting. The people might starve because guilds can’t manage to coexist in harmony, something a diplomat might solve. There are many times the solution is to have everyone sit at a table and talk things through.
Enticer levelDiplomat features
3rdNegotiate
7thContract
11thReading the Room
15thImpartial
 

Negotiate

When you choose this archetype at 3rd level, you have become skilled at finding common grounds between different interests. When you use your Convince ability on someone you may also designate another humanoid who the target is Charmed by for the duration.  

Contract

When you reach 7th level, you can imbue a contract with binding power. All signatories must freely agree to the contract without mind-control or threat and must sign the contract in their blood. A number of creatures up to your Charisma modifier can be bound by one contract.   As the contract is signed, you touch it and as an action expend one spell slot of 1st level or higher. If any of those bound by the contract willingly breaks any part of it, they immediately suffer 5d10 points of necrotic damage, plus 2d10 for each level above the first of spell slot you used for the contract. In addition, everyone else knows who broke the contract and where they are as well as getting a brief vision of the location. They are no longer bound by the contract.  

Reading the Room

Starting at 11th level, you have become an expert at getting to the bottom of hidden goals. You gain +5 to your passive Wisdom (Insight), and you gain advantage on any roll for that skill in order to detect lies or to gauge the actual relationship between two people.  

Impartial

When you reach 15th level, you have achieved enough experience that others trust you to attempt to find a solution that will satisfy everyone. Unless those you negotiate with have reason to believe otherwise, they will assume you are trying to be fair tot everyone. In the case that others still doubt your character, you have advantage on Charisma (Persuasion) checks (but not Deception) to convince them that you can be trusted.  

Seducer

Throughout history, there have always been those who use their allure to get what they want. For some, this is through actual sexual advances, for some it’s flaunting the possibility of romance, or offering other exhilarating experiences. Some of the most influential people behind the scenes have used these forms of expertise. As have many spies. While many seducers lead lives where seduction is a common way to interact with others, the most effective ones are usually those who can act more discreetly and just keep everyone wanting them.
Enticer levelDiplomat Features
3rdAttraction, Sexual Prowess
7thAllure
11thEros Sensitivity
15thSeductive Words
 

Attraction

Starting when you choose this archetype at 3rd level, when you successfully use your Convince ability to cause someone to be Aroused, you instantly regain that use of the ability.  

Sexual Prowess

You gain proficiency in Sexual Techniques. Also, You add your Proficiency bonus to Charisma ability checks to seduce someone. This can stack with another proficiency so that you add your proficiency bonus twice.  

Allure

When you reach 7th level as enticer, your sex-appeal allows you to control those around you. While someone is aroused by you as a result of your Convince ability, they are also considered Charmed by you.  

Eros Sensitivity

Starting at 11th level, your senses have become attuned to the force of Eros. As an action, you can expend one of your uses of Convince and focus on a creature that is within 90 feet of you and that you can see. They may make a Charisma saving throw but are not aware of the attempt even on a success. On a failed save, you can probe their mind for information on their sexual and emotional desires. You can focus on a number of things equal to your Charisma modifier (minimum 1) and for each of those things, you get a sense for how much they want it or hate it in terms of sexual or romantic desire. This can refer to kinks, people, or anything else you can think of.  

Seductive Words

Once you reach 15th level, your sway over others makes anyone Aroused by you also Charmed, regardless of your use of the Convince ability. Also, if you touch someone in a sensual way as you use Convince, their saving throw has disadvantage.


LevelProficiency BonusFeaturesConvinceSpells KnownSpell slots:1s2nd3rd4th5th
1st+2Convincing1
2nd+2Spellcasting222
3rd+2Enticer Archetype, Archetype Feature233
4th+2Ability Score Improvement233
5th+3Conversational Recovery, Enticing Demagogue2442
6th+3Indomitable3442
7th+3Archetype Feature3543
8th+3Ability Score Improvement3543
9th+4Extra Language36432
10th+4Communication46432
11th+4Archetype Feature47433
12th+4Ability Score Improvement47433
13th+5Extra Language484331
14th+5Cultural Butterfly, Extended Agreement484331
15th+5Archetype Feature594332
16th+5Ability Score Improvement594332
17th+6Extra Language51043331
18th+6Leader of All51043331
19th+6Ability Score Improvement51143332
20th+6Ruler61143332

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