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Envoy

Speaking the words of a speech to herself she traces her fingers over datapad in the dressing room behind the stage of the alliance senate, a half-elf in an elegant gown preparing for those critical points that must be addressed so that the welfare of her people will be addressed.   A sly human convinces his corporate contact that the worthless item he salvaged from Epsilon 9 is indeed a relic of the ancients. He masterfully describes how he risked the dangers of space to recover this lost relic for the sake of science and little extra gold. Improvising as needed to close the deal on a worthless item. Money is exchanged and a smirk comes to his lips.   An old Draconian sits in the bar and talks about his war stories on Argola. He recalls the unconventional means of strategy they needed to employ to survive the hard battles and the terrible weather conditions of that frozen world. Speaking on how he and his men were entrenched along the front for long periods of time waiting for orders and starving.   Whether a Politician, Swindler, Scoundrel, or Veteran, an Envoy channels power through words, or music, to inspire allies, demoralize foes, and manipulate minds, create illusions, and even heal wounds.  

THE TRICKS OF THE TRADE

Among the world’s music are not just vibrations of air, but vocalizations with power all their own. The Envoy with the right equipment can interact with raw solorium and can channel energy to their gambits, and talents.   The greatest strength of an Envoy is its sheer versatility. Many envoys prefer to stick to the sidelines in combat, using their gambits to inspire their allies and hinder their offers from a distance. But Envoy is capable of defending themselves in melee if necessary, using their powers to bolster their weapons and armor.   Their gambits lean towards charms, and illusions rather than blatantly destructive powers. They have a wide-ranging knowledge of many subjects and natural aptitudes that lets them do almost anything well. Envoys become masters of the talents they set their minds to perfecting from musical performances to governing or even swindling.  

LEARNING FROM EXPERIENCE

True Envoys are not common in the world. Not every musician or diplomat speaking before foreign dignitaries are envoys. Discovering the power hidden in music requires hard to study and some measure of the science behind solarium that most lack. It can be hard to spot the difference between these kinds of people and true envoys, though. An envoy's life is spent wandering across the stars gathering lore, telling stories, and living on the gratitude of audiences, much like any other entertainer. But a depth of knowledge, a level of music skill, or public speaking skills, and a touch of power set envoys apart from their fellows.

 
Only rarely do envoys settle in one place for long, and their natural desire to travel to find new tales to tell, and new skills to learn, and new discoveries beyond their worlds - make an adventuring career a natural calling. Every adventurer is an opportunity to learn, practice a variety of skills, enter long-forgotten Star League Ruins, discover lost artifacts of the ancients, negotiate treaties with the most exotic of aliens.  

DEFINING WORK

Every successful envoy is renowned for at least one piece of performance art or negotiation, typically a song or deal that is known to everyone who hears or studied it. These works are spoken about for years by those who view them, and some spectators have had their lives forever changed because of the experience.   If your character is just starting out, your ultimate defining work is likely in the future. But in order to make any sort of living at your profession, chances are you already have a piece or two in your repertoire that have proven to be audience pleasers.  

DEFINING WORK TABLE

D6DEFINING WORK
1Negotiated a lucrative deal between megacorps.
2An inspirational speech of state.
3A famous heist that has left you the respect of the underworld.
4A dramatic performance viewed by millions.
5A comedic impression of someone well known.
6An upbeat song that has dominated the airwaves.
 

ENVOY TOOLS

In an envoy’s quest for achievement and the highest acclaim, their tools are at least as important as their skills. The quality of its manufacturing is a critical factor and better equipment performs more efficiently when used, and the best equipment is solorium enhanced. Most envoys are continually on the lookout for these kinds of improvements.  

ENVOY TOOLS TABLE

1D6TOOLS
1A masterfully crafted guitar with a window which allows a peek of the solorium core stone.
2A powerful solorium-based data pad that enables enhanced computing features.
3A solorium-enhanced microphone.
4An official badge of office with embedded solorium.
5An Elven lyre with solorium strings.
6A ring or necklace with a solorium stone that twinkles and hypnotizes.
 

EMBARRASSMENT

Almost every envoy has suffered at least one bad gig or blown deal , and chances are you’re no exception. Being the best takes time and nobody is great right away. Rebuilding your career or reputation takes work and maybe a shortcut is better than putting in all of that effort.   The way that deals or performances can go wrong may vary and no matter what sort of disaster might have occurred an envoy has the courage and confidence to rebound from it by either pressing on with the show or promising to sweeten the deal somehow.  

EMBARRASSMENT TABLE

D6EMBARRASSMENT
1The time when you thought you were funnier than it was.
2Short-lived drama that got canceled quickly.
3The performance you didn't do a sound check for.
4Once an important deal went south quickly.
5You suffered a wardrobe malfunction in front of a large social media presence.
6You failed to read the room and took the wrong stance on a major issue.
 

ENVOY’S MUSE

Envoys can be classified as either Inspiriers or Persuaders with a wide range of motivations that drive their goals. What drives you to get up every day and push yourself to the limit one more time?   Fame. Fame is the rush from the recognition and respect that comes from others. This rush if left to grow unchecked can drive an envoy to do almost anything to feel it just one more time.   Perhaps you love nothing more than to see the audience hang on your every word. People knowing what you did and knowing your name is important to you. You are driven to have more people see what you can do.   Beauty. You feel a kinship with the universe in general, and its beauty and mystery inspires you. For you the galaxy, both macro and microscopic, is the source of your inspiration. You find that your creativity blossoms while you witness its synchronicity through your wandering.   As a result your performances are a thing of beauty. Your artistry exemplifies the thrill of living and all the motions that come with it. You draw joy from being able to represent your interpretation of the universe with your art. People watching are inspired to want to be like you. Every day you just want to do it again.   Conflict. Conflict can bring out the best in some people, causing their heroic nature to shine forth and transform the world, but it can cause others to gravitate toward darkness and fall under the sway of evil. You strive to experience or witness all forms of conflict, great and small, so as to study this eternal aspect of life and immortalize it in your work.  

ABILITY SCORES

It is recommended you make Charisma your highest ability score, followed by Dexterity.
 

ENVOY TABLE

LEVELPROFICIENCY BONUSFEATURESTRICKS KNOWNGAMBITS KNOWNTALENT POINTSMAX TALENT RANK
1st2Pulling Gambits, Inspiration (d6)2441
2nd2Arcane Inspiration, Jack of All Trades, Triage (d6)2561
3rd2Envoy Archetype, Expertise26142
4th2Ability Score Improvement37172
5th3Inspiration (d8), Font of Inspiration38273
6th3Snap Out of It, Envoy Archetype feature39323
7th3310384
8th3Ability Score Improvement, Envoy Versatility311444
9th4Triage (d8)312575
10th4Inspiration (d10), Expertise, Special Assets414645
11th4415646
12th4Ability Score Improvement415646
13th5Triage (d10)416647
14th5Special Assets, Envoy Archetype feature418647
15th5Inspiration (d12)419648
16th5Ability Score Improvement419648
17th6Triage (d12)420649
18th6Special Assets422719
19th6Ability Score Improvement422719
20th------
 

CLASS FEATURES

As an Envoy you gain the following class features.

HIT POINTS

    Hit Dice: 1d8 per envoy level
    Hit Points at 1st Level: 8 + your Constitution modifier
    Hit Points at higher levels: 1d8 (or 5) + your Constitution modifier per Envoy level after 1st.

PROFICIENCIES

    Armor: Light armor
    Weapons: Sabres, Simple Weapons, Martial Pistols- Tools: Envoy Tools, and your choice between any two instruments
    Saving Throws: Dexterity, Charisma
    Skills: Choose any three.

EQUIPMENT

You start with the following equipment, in addition to the equipment granted by your background:
    (a) Sabre, (b) Martial Pistol (choice) or (c) any Simple weapon.
    (a) Diplomat’s Pack or (b) an Entertainer’s Pack.
    (a) An instrument, or (b) Envoy’s tools of the trade (500 cu).
    Light Armor, and a combat knife.
 

INSPIRATION

As an Envoy, you can inspire others through stirring words. To do so, you use a bonus action on your turn to choose one sentient other than yourself within 60 feet of you who can hear you. That sentient gains one inspiration die, a d6.   Once within the next 10 minutes, the sentient can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The sentient can wait until after it rolls the d20 before deciding to use the inspiration die but must decide before the GM says whether the roll succeeds or fails. Once the inspiration die is rolled, it is lost. A sentient 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 levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.  

CHANNELING: TRICKS AND GAMBITS

While all envoys possess a strong force of personality, those who place themselves in the way of danger are usually talented starborns. As a starborn, you rely on a vast array of technologies and talents ranging from implants to psionics. For an envoy, these talents are collectively known as tricks or gambits.  

TRICKS

You know two tricks of your choice from the envoy gambits list. You learn additional tricks of your choice at higher levels, learning a third trick at 4th level and fourth at 10th level. Tricks are prime talents that can be performed an unlimited number of times and do not expend any of your class resources to use.  

TALENT POINTS

The envoy table shows the number of talent points you have to use on your gambits. These points represent the amount of personal energy that must be channeled into the gambit to produce the desired effect. Once your pool of talent points is depleted, you are on the break of exhaustion. You regain all your points once you finish a long rest.   Each gambit has a rank and point cost associated with it. If you do not have enough points to cover the cost, you can’t use the talent. You can only learn and use talents up to a certain rank depending on your level. These are shown in the Maximum Talent Rank column of the Envoy Table.  

ARCANE ABILITY

Charisma is your gambit pulling ability for your envoy gambits. Your gambits come not only from the arcane powers you control, but your raw force of personality and cunning. You use your charisma whenever a gambit refers to your channeling ability. In addition, you use your charisma modifier when setting the saving throw DC for an expert gambit you use and when making an attack roll with one.  

GAMBITS KNOWN OF 1ST RANK AND HIGHER

You know four 1st-rank gambits of your choice from the envoy talents list.   You learn an additional envoy gambit of your choice at each level except 12th, 16th, 19th, and 20th. Each of these gambits cannot be greater than the Maximum Talent Rank as listed in your class table. For instance, when you reach 3rd level in this class, you can learn one gambit of 1st or 2nd rank.   Additionally, when you gain a level in this class, you can choose one of the envoy gambits you already know and replace it with another gambit from the envoy list, which also cannot be greater than Maximum Talent Rank listed for your level.  
    Channelling Save DC = 8 + your proficiency bonus + your Charisma modifier   Channeling attack modifier = your proficiency bonus + your Charisma modifier
 
 

CONVENTIONAL CHANNELING

You can use any gambit conventionally if the talent has the conventional tag and it is in your list of known gambits.  

ARCANE CHANNELING FOCUS

You can use your envoy tools or musical instrument which you are proficient with as a channeling focus for your gambits. This grants you a +1 to your channeling save DC. At 10th level this bonus increases to +2.  

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.  

TRIAGE

Beginning at 2nd level, you can enhance your allies' recovery during a short rest. You and any allies who gain Hit Points by spending hit dice at the end of the short rest regain 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.  

ARCANE INSPIRATION

At 2nd level, if a creature has an Inspiration die from you and uses an arcane ability that restores hit points or deals damage, the character can roll that die and choose a target affected by the talent. Add the number rolled as a bonus to the hit points regained or the damage dealt. The Inspiration die is then lost.  

ENVOY ARCHETYPES

At 3rd level, you select an archetype of your choice, such as the Con Artist. Your choice grants you features at 3rd level and again at 6th and 14th level.  

ENVOY 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.  

ENVOY VERSATILITY

When you reach 4th level, and you reach a level in this class that grants you ability score improvement features, you can do one of the following, representing a change in focus as you use your skills and gambits:  
  • Replace one of the skills you chose for the expertise feature with one of your other skill proficiencies that isn’t benefiting from Expertise.
  • Replace one trick you learned from this class’s channeling features with another trick from the envoy’s list.
 

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.  

SNAP OUT OF IT

At 6th level, you gain the ability to use your words to counter the charming mental effects of other starborns. As an action, you can start a conversation that lasts until the end of your next turn. During that time, you and any friendly sentients within 30 feet of you have advantage on saving throws against being frightened or charmed. An ally must be able to hear you to gain this benefit. The effect ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).  

SPECIAL ASSETS

By 10th level, you have mastered a subset of the skills possessed by other starborns. Choose two talents from any class, including this one. An arcane power that you choose must be equal to your level’s Maximum Talent Rank and cannot be higher. The chosen arcane powers count as envoy gambits for you and are included in the number in the gambits known column of the envoy table.   You learn two additional arcane powers from any class at 14th level and again at 18th level.  

SUPERIOR INSPIRATION

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

ENVOY ARCHETYPES

Envoys take many shapes but all have similar gifts of gambit and talent. How they deploy these powers is really a matter of style.  

AUTHORITY

The Envoy with Authority has refined its ability to inspire the masses and sway the people of civilization. They use their gambits and talents to inspire those around them through their speeches and natural charisma. They tailor their speeches towards inciting strong emotional responses as means to maneuver politically. Later as they grow they gain a commanding presence compelling those to follow them into the fire.  

GUIDING COMMAND

At 3rd level, you can reach out to spirits to guide you and others. You learn the Amplify Ability prime talent, which doesn’t count against the number of envoy prime talents you know. For you, it has a range of 60 feet when you use it.  

TOOLS OF AUTHORITY

At 3rd level, you employ tools that aid you in your gambits. You can use the following objects as a power ability focus for your envoy gambits: a badge, datapad, or symbol of office.   Starting at 6th level, when you use an envoy gambit that deals damage or restores hit points through the Tools of Authority, roll a d6, and you gain a bonus to one damage or healing roll of the talent equal to the number rolled.  

AUTHORITY'S NETWORK

At 3rd level, you reach out to others in your networks who update you with reports. While you are holding your tools of authority, you can use a bonus action to expend one use of your Envoy Inspiration and roll on the Reports table using your Envoy Inspiration die to determine the report that's being given to you. You retain the report in mind until you bestow the report’s effect or you finish a short or long rest.   You can use an action to choose one creature you can see within 30 feet of you (this can be you) to be the target of the report’s effect. Once you do so, you can’t bestow the report’s effect again until you roll it again.   You can retain only one of these reports in mind at a time, and rolling on the Reports table immediately ends the effect of the previous tale.   If the report requires a saving throw, the DC equals your power save DC.  

COMMAND BRIEFING

At 6th level, Command Briefing provides you with insights to the greater picture. You can conduct an hour-long briefing (which can be done during a short or long rest) using your Tools of Authority. You can conduct the briefing with a number of willing creatures equal to your proficiency bonus (including yourself). At the end of the briefing, you temporarily learn one power of your choice from any class.   The power you choose must be of a level equal to the number of creatures that conducted the meeting or less, the power must be of a level you can execute, and it must be in the school of Psychogenic or Alteration. The chosen power counts as an envoy gambit for you but doesn't count against the number of envoy gambits you know.   Once you perform the briefing, you can’t do so again until you start a long rest, and you know the chosen talent until you start a long rest.  

GET ME A DIRECT LINK

At 14th level, you now have the ability to nudge your network toward certain reports. Whenever you roll on the Reports table, you can roll the die twice and choose which of the two effects to bestow. If you roll the same number on both dice, you can ig  

REPORT TABLE

INSP. DIEREPORT TOLD TO YOU
1Clever Action. For the next 10 minutes, whenever the target makes an Intelligence, a Wisdom, or a Charisma check, the target can roll an extra die immediately after rolling the d20 and add the extra die's number to the check. The extra die is the same type as your Envoy Inspiration die.
2Melee Action. You make a melee power attack against the target. On a hit, the target takes force damage equal to two rolls of your Envoy Inspiration die.
3Encourage Updates. The target and other creatures of its choice it can see within 5 feet it gains temporary hit points equal to a roll of your Envoy Inspiration die + your Charisma modifier.
4Tactical Withdraw. The target can immediately use its reaction to disengage as bonus action and move up to 30 feet to an unoccupied space it can see. When the target withdraws, it can choose a number of creatures it can see within 30 feet of it up to your Charisma modifier (minimum of 0) to immediately use the same reaction.
5Avenger Action. For 1 minute any creature that hits the target with a melee attack takes force damage equal to a roll of your Envoy Inspiration die.
6Travel Advisory. The target gains temporary hit points equal to a roll of your Envoy Inspiration die + your envoy level. While it has these temporary hit points, the target’s walking speed increases by 10 feet and it gains a +1 bonus to its AC.
7Psychological Profile. The target must succeed on a Wisdom saving throw or take psychic damage equal to two rolls of your Envoy Inspiration die, and the target is incapacitated until the end of its next turn.
8Covert Action. The target becomes invisible until the end of its next turn or until it hits a creature with an attack. If it hits a creature with an attack during this invisibility, the creature it hits takes necrotic damage equal to a roll of your Envoy Inspiration die and is frightened of the target until the end of the frightened creature's next turn.
9Brute Force Authorization. Each creature of the target’s choice it can see within 30 feet of it must make a Strength saving throw. On a failed save, a creature takes thunder damage equal to three rolls of your Envoy Inspiration die and is knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone.
10Drone Strike. Tactical drone shoots plasma (fire) attack from the mounted weapon in a 30-foot cone. Each creature in that area must make a Dexterity saving throw, taking fire damage equal to four rolls of your Envoy Inspiration die on a failed save, or half as much damage on a successful one.
11Medical Action. The target regains hit points equal to two rolls of your Envoy Inspiration die + your Charisma modifier, and you end one condition from the following list affecting the target: blinded, deafened, paralyzed, petrified, or poisoned.
12Psychological Attack. You invoke a powerful psychic energy attack. The target must succeed on an Intelligence saving throw or take psychic damage equal to three rolls of your Envoy Inspiration die and be stunned until the end of its next turn.
 

COMEDIAN

Comedian Envoys are masters of puns, jokes, and verbal barbs. They use their comedy, acrobatic prowess, and innocuous appearance to break down social barriers, but they are much more than just comic relief. Comedians are employed to subliminally affirm the limits of the powerful through mockery and provocation thus allowing them to also serve as honest critics and voices of reason when others are too intimidated to speak the truth.  

BONUS PROFICIENCIES

When you select this archetype at 3rd level, you gain proficiency with infiltration tools. You also gain proficiency in Sleight of Hand and one additional skill of your choice. If you are already proficient with infiltration tools or in Sleight of Hand, choose another skill proficiency for each proficiency you already have.  

SLIPPERY

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.  

HECKLERS RETORT

At 6th level, your ability to gather stories and lore gains an arcane edge. You can use your gift of channeling to detect thoughts up to a number of times equal to your Charisma modifier. You regain any expended uses of this ability after completing a long rest.   If a creature resists your attempt to probe deeper and succeeds at its saving throw against your detect thoughts, it immediately suffers an embarrassing social gaffe.   It might loudly pass gas, unleash a thunderous burp, trip and fall, or be compelled to tell a tasteless joke.  

COMEDIC TIMING

At 14th level, you have developed a knack for pulling yourself out of tight situations, transforming what looks like a failure into an embarrassing but effective success. You can expend one use of Inspiration after you fail an ability check, fail a saving throw, or miss with an attack roll. Roll an 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 Inspiration die. The DM 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 DM invokes this penalty, describe an embarrassing gaffe or mistake you make as part of the affected die roll.  

CON ARTIST

Con Artists have honed an ability to gain the confidence of others, telling convincing lies with a smile and wink. They enjoy nothing more than twisting unearned confidence towards their own goals, employing trickery to get exactly what they want. The Con Artist is an artist, after all, celebrating their own finesse with lies and deception. Though all envoys employ deception as part of their repertoire, the Con Artist delves into trickery with relish.  

BONUS PROFICIENCIES

When you select this archetype at 3rd level, you gain proficiency with three skills of your choice.  

FAST TALK

Also at 3rd level, you have mastered the art of confusion and distraction. If you initiate a conversation with a sentient outside of combat rounds, you may keep them from moving and/or attacking for so long as you continue to speak.   If a sentient engaged in this way may escape if they succeed on a Wisdom save against your channel save DC. This ability may be used at vehicle scale if you are in communication with the target. This effect ends immediately if the sentient's safety is threatened.  

IMPROVISATION

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 target 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 sentient’s roll. You can choose to use this feature after the target makes its roll, but before the GM determines whether the attack roll or ability check succeeds or fails, or before the target deals its damage. The target is immune if it can’t hear you or if it’s immune to being charmed.  

MIMICRY

At 6th level, you learn two gambits of your choice from the talents list of any class. The talents you choose must be of a rank you can use as determined by your Maximum Rank Talent for your level and cannot exceed rank 5.   The chosen arcane powers count as envoy gambits for you but don’t cou  

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 GM tells you whether you succeed or fail.  

MOGUL

Moguls are the movers and shakers of the galaxy. Cunning starborns, Moguls are risk-takers by nature and usually find a way to come out ahead. Whether they are found in the executive suite of a megacorporation or the leadership of a small criminal organization, Moguls know how to capitalize on any situation and use their larger life personalities to their advantage.  

BONUS PROFICIENCIES

When you select this archetype at 3rd level, you gain proficiency with three skills of your choice.  

DOUBLE OR NOTHING

When you select the Mogul archetype at 3rd level, you learn to push the luck of you and your allies just a little harder in the heat of battle. After an ally expends one of your inspiration dies, they may push their luck to call higher or lower. They then roll a second die. If the value on the second die corresponds to what they called (ties lose) they add the value of both dice to their roll. Otherwise, they lose their inspiration.

EXPERT NEGOTIATOR

By 6th level, you have become a cunning negotiator. Once per long rest, you can use the Distort Value gambit without expending talent points.  

KNOW WHEN TO FOLD 'EM

At 14th level, you're able to apply your risk assessment skills to your arcane studies. Anytime during your turn, or as a reaction, you may choose to end one Gambit that you are concentrating on. You may only use this feature if you have spent talent points to pull the Gambit. You end the Gambit you are concentrating on then regain the talent points spent on that gambit. Once you use this feature, you can't use it again until you complete a short or long rest.  

SCOUNDREL

The Scoundrel is a master of the art of "informal diplomacy." Scoundrels are talented physical combatants with a sense of flair and style about them.   While many lead lives of crime, using their talents for assassination, robbery, and blackmail. Others strike out against the wicked, bringing justice to bear against the cruel and powerful.  

BONUS PROFICIENCIES

When you select the Scoundrel archetype at 3rd level, you gain proficiency with medium armor and the scimitar.  

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.   Point Shooting. When making a ranged weapon attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll.   Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
 

COMBAT FLOURISH

At 3rd level, you learn to perform impressive displays of martial prowess and speed.   Whenever you take the attack action on your turn, your walking speed increases by 10 feet until the end of the turn, and if a weapon attack that you make as part of this action hits a target, you can use one of the following combat flourish options of your choice. You can use only one combat flourish option per turn.  
    Evasive Flourish. You can expend one use of your inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the inspiration die. You also add the number rolled to your AC until the start of your next turn.   Repeat Flourish. You can expend one use of your inspiration to cause a weapon attack to deal extra damage to the target you hit and to any other target of your choice that you can see within 5 feet of you. The damage equals the number you roll on the inspiration die.   Mobile Flourish. You can expend one use of your Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the inspiration die. You can also push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on that die. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target.
 

EXTRA ATTACK

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

MASTER’S FLOURISH

Starting at 14th level, whenever you use a combat flourish option, you can roll a d6 and use it instead of expending an inspiration die.  

SUPER STAR

The Super Star is an envoy who has mastered the craft in the spotlight of a stage light. Their performances are stuff of legend. These envoys are so eloquent that a speech or song that one of them performs can cause captors to release the envoy unharmed and can lull a furious Kiltara into complacency. The same talent that allows them to quell bests can also bend minds. Villainous envoys can leech off a community for weeks, abusing their powers to turn their hosts into thralls.  

MANTLE OF INSPIRATION

At 3rd level, you gain the ability to weave a song of power that imbues your allies with vigor and speed. As a bonus action, you can expend one use of your Inspiration to grant yourself a wondrous appearance.   When you do so, choose a number of creatures you can see and who can see you within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one). Each of them gains 5 temporary hit points. When a creature gains these temporary hit points, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks.   The number of temporary hit points increases when you reach certain levels in this class, increasing to 8 at 5th level, 11 at 10th level, and 14 at 15th level.  

ENTHRALLING PERFORMANCE

Starting at 3rd level, you can charge your performance with seductive power.   If you perform for at least 1 minute, you can attempt to inspire wonder in your audience by singing, reciting a poem, or dancing. At the end of the performance, choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw against your Channeling save DC or be charmed by you.   While charmed in this way, the target idolizes you, it speaks glowingly of you to anyone who speaks to it, and it hinders anyone who opposes you, avoiding violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies.   If a target succeeds on its saving throw, the target has no hint that you tried to charm it.   Once you use this feature, you can’t use it again until you finish a short or long rest.  

MANTLE OF MAJESTY

At 6th level, you gain the ability to cloak yourself in power that makes others want to serve you. As a bonus action, you cast Command, without expending a power slot, and you take on an appearance of unearthly beauty for 1 minute or until your concentration ends (as if you were concentrating on a power). During this time, you can cast Command as a bonus action on each of your turns, without expending a power slot.   Any creature charmed by you automatically fails its saving throw against the Command you cast with this feature.   Once you use this feature, you can’t use it again until you finish a long rest.  

UNBREAKABLE MAJESTY

At 14th level, your appearance permanently gains an otherworldly aspect that makes you look more lovely and fierce. In addition, as a bonus action, you can assume a majestic presence for 1 minute or until you are incapacitated. For the duration, whenever any creature tries to attack you for the first time on a turn, the attacker must make a Charisma saving throw against your channeling save DC.   On a failed save, it can't attack you on this turn, and it must choose a new target for its attack or the attack is wasted. On a successful save, it can attack you on this turn, but it has disadvantage on any saving throw it makes against your channeling on your next turn.   Once you assume this majestic presence, you can't do so again until you finish a short or long rest.  

VETERAN

The Veteran leads with the knowledge that only experience can grant. A former soldier, general, or law enforcement official, the Veteran has extensive combat experience and knowledge makes them a strategic asset for their allies in combat.  

BONUS PROFICIENCIES

When you select the Veteran archetype at 3rd level, you gain proficiency with medium armor, shields, and martial weapons. You also gain proficiency in culture or insight. If you are already proficient in these areas, you can instead choose to gain expertise in them.  

COMBAT INSPIRATION

Also at 3rd level, you learn to inspire others in battle. A sentient that has an Inspiration die from you can roll that die and add the number rolled to the weapon damage roll it just made. Alternatively, when an attack roll is made against the sentient, 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.  

EXTRA ATTACK

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

TRAINED SHOT

At 14th level, your skill with weaponry has become so natural for you that you are able to activate your talent even while using a weapon. When you use your action to pull an envoy gambit, you can make one weapon attack as a bonus action.  

WHISPER

Most are happy to welcome an envoy into their organization. Whispers use this to their advantage . They appear to be like any other envoy, but in truth, they are usually some form of deep cover agent. These envoys use their knowledge and gambits to uncover secrets and turn them against others through extortion and threats.  

PSYCHIC BLADES

When you become a Whisper at 3rd level, you gain cybernetic implants that allow you to make your weapon attacks toxic to a creature's mind.   When you hit a creature with a weapon attack, you can expend one use of your Envoy Inspiration to deal an additional 2d6 psychic damage to that target. You can do so only once per round on your turn.   The psychic damage increases when you reach certain levels in this class, increasing to 3d6 at 5th level, 5d6 at 10th level, and 8d6 at 15th level.  

DISCORD

At 3rd level, you learn to exploit situations through rumors and hearsay.   If you speak to a humanoid alone for at least 1 minute, you can attempt to seed paranoia and fear into its mind. At the end of the conversation, the target must succeed on a Wisdom saving throw against your talent' save DC or be frightened of you or another creature of your choice. The target is frightened in this way for 1 hour, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged.   If the target succeeds on its saving throw, the target has no hint that you tried to frighten it.   Once you use this feature, you can’t use it again until you finish a short rest or long rest.  

MANTLE OF WHISPERS

At 6th level, you gain the ability to adopt a humanoid's persona. When a humanoid dies within 30 feet of you, you can capture its likeness using your reaction.   You retain this likeness until you use it or you finish a long rest.   You can use the shadow as an action. When you do so, it vanishes, holographically transforming into a disguise that appears on you. You now look like the dead person, but healthy and alive. This disguise lasts for 1 hour or until you end it as a bonus action.   While you're in the disguise, you gain access to all information that the humanoid would freely share with a casual acquaintance. Such information includes general details on its background and personal life, but doesn't include secrets. The information is enough that you can pass yourself off as the person by drawing on personal details.   Another creature can see through this disguise by succeeding on a Wisdom (Insight) check contested by your Charisma (Deception) check. You gain a +5 bonus to your check.   Once you capture a likeness with this feature, you can't capture another one with it until you finish a short or long rest.  

INSURRECTION

At 14th level, you gain the ability to spin powerful propaganda to tap into a creature's deepest fears.   As an action, you use your talents only one creature of your choice within 30 feet of you can hear. The largest must make a Wisdom saving throw against your power saving throw. It automatically succeeds if it doesn't share a language with you or if it can’t hear you. On a successful saving throw, your whisper sounds like unintelligible mumbling and has no effect..   While you gain no knowledge of this secret, the target is convinced you know it. While charmed in this way, the creature obeys your commands for fear that you will reveal its secret. It won’t risk its life for you or fight for you, unless it was already inclined to do so. It grants you favors and gifts it would offer to a close friend.   When the effect ends, a creature has no understanding why it held you in such fear.   Once you use this feature, you can't use it again until you finish a long rest.

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