Basic Class - Charismatic Hero
Enter the Charismatic Hero; confident, suave, and center of attention. They are often rogues, pirates, spies, celebrities, and philanthropists. They know just what to say and how to say it to influence anyone, be it making them swoon off their feet, become their best friend, or turn into their most hated enemy. They are vital on any team for keeping spirits up, dealing with bureaucracy, and securing the best deals in equipment. Their network of high profile contacts can help keep the team in less trouble than is due, as well as provide access to prestigious areas and events.
As the Charismatic Hero, you're more than the face of the team; you're its soul. When the team is at their limit, you'll inspire them to go beyond and succeed. When violence and cash wont solve the problem, you'll break out your charms and grease the wheels with a bit of honey, or maybe vinegar. And when the chips are down, you'll call in favors with all those rich and powerful people you've no doubt met along your travels.
Table: Charismatic Hero
Hit Points at 1st Level: 8+ Constitution modifier
Hit Points at Higher Levels: an additional 1d8 (or 5) + Constitution modifier per Charismatic Hero level after 1st
Vitality Points at 1st Level: Constitution score + 2
Vitality Points at Higher Levels: an additional 2 per Charismatic Hero level after 1st
Weapons: Civilian weapons
Saving Throws: Charisma and one other of your choice
Skills: Choose two from Animal Handling, Deception, History, Insight, Intimidation, Performance, Persuasion, and Society
Systems: None
Tools: None
At 1st level, you gain a feat.
Beginning at 2nd level, you gain special consideration when calling in favors. When you choose to leverage your reputation, you can treat your reputation score as being 10 points higher when determining how much the favor decreases your reputation. Once you have used this feature, you cannot use it again until you have finished a long rest. At 9th level, you can use this feature twice between rests and at 17th level, you can use it three times between rests.
Level | Proficiency Bonus | Features |
---|---|---|
1st | +2 | Charm, Inspiration (d6), Advanced Class |
2nd | +2 | Favor, Taunt |
3rd | +2 | Advanced Feature |
4th | +2 | Ability Score Improvement |
5th | +3 | Extra Attack, Font of Inspiration |
6th | +3 | Bolstering Inspiration, Inspiration (d8) |
7th | +3 | Advanced Feature |
8th | +3 | Ability Score Improvement |
9th | +4 | Inspiration (d10), Favor (2 uses) |
10th | +4 | Advanced Feature |
11th | +4 | Captivate |
12th | +4 | Ability Score Improvement |
13th | +5 | Dazzle, Inspirtion (d12) |
14th | +5 | Snap Out Of It |
15th | +5 | Advanced Feature |
16th | +5 | Ability Score Improvement |
17th | +6 | Favor (3 uses), Taunt Improvement |
18th | +6 | Advanced Feature |
19th | +6 | Ability Score Improvement |
20th | +6 | Superior Inspiration |
Class Features
As a Charismatic Hero, you gain the following class features.Hit Points and Vitality Points
Hit Dice: 1d8 per Charismatic Hero levelHit Points at 1st Level: 8+ Constitution modifier
Hit Points at Higher Levels: an additional 1d8 (or 5) + Constitution modifier per Charismatic Hero level after 1st
Vitality Points at 1st Level: Constitution score + 2
Vitality Points at Higher Levels: an additional 2 per Charismatic Hero level after 1st
Proficiencies
Armor: Civilian armorWeapons: Civilian weapons
Saving Throws: Charisma and one other of your choice
Skills: Choose two from Animal Handling, Deception, History, Insight, Intimidation, Performance, Persuasion, and Society
Systems: None
Tools: None
Charm
You can use your action to try and charm a creature. The creature must have an Intelligence score of at least 6, and must be able to see and hear you. You can not attempt to charm creatures through recordings, but may use video and audio feeds. The creature must make a Wisdom saving throw with a DC of 8 + your proficiency bonus + your Charisma modifier. It has advantage on the saving throw if you or your companions are fighting it. On a failed save, the target is charmed by you. You must concentrait to maintain this effect, as if concentraiting on a power. The target can repeat the saving throw at the end of each minute to attempt to end the effect. If the creature's saving throw is successful, it is immune to this feature for 24 hours. This effect ends immediately if the target is attacked or threatened.Inspiration
You can inspire others through stirring words. To do so, you use a bonus action on your turn to choose one creature other than yourself who can hear you and you can see. 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 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 may only have 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 6th level, a d10 at 9th level, and a d12 at 13th level.Advanced Class
You must choose an advance class when you take your first level in this basic class. Your advance class represents varied and nuanced expertise, augmented by your chosen basic class. Your choice of advance class grants you features at 1st level, and again at 3rd, 7th, 10th, 15th, and 18th level. At levels 3rd, 7th, 10th, 15th, and 18th you gain hit dice, hit points, and vitality points as dictated by your advance class, not your basic class.Favor
Beginning at 2nd level, when talking to an NPC, you may attempt to gain a favor from them. By spending 1 minute or more talking to an NPC, you can ask them for a favor. To do so, make a Charisma (Persuasion) check, with a DC set by the DM, as appropriate for your relationship with that character. Generally, the DC should be about 10 for a friendly character, 15 for a neutral character, and about 20 for an unfriendly character. The DM shouldn't let you use this featuer again hostile NPCs. If you are successful, that character will provde the favor, provided it causes them no harm or major inconvience. Once you have used this feature, you cannot use it again until you have finished a long rest. At 9th level you can use this feature twice between rests, and and 17th level you can use it three times between rests.Taunt
Starting at 2nd level, you gain the ability to undermine a target's confidence. You may use your bonus action to taunt a creature. The creature must have an Intelligence score of at least 6, and be able to see and hear you. The creature must make a Wisdom saving throw with a DC of 8 + your proficiency bonus + your Charisma modifier. On a failed save, the target has disadvantage on its next attack roll, ability check, or saving throw. If a creature succeeds on its saving throw to resist your taunting, they become immune to your taunting for the next 24 hours. At 17th level when a creature you can see fails on an attack roll, ability check, or saving throw, you may use this feature against them as a reaction if they are a vaild target for a normal use of this feature. Additionally at 17th level, when a creature fails it's saving throw against this feature, they suffer disadvantage on attack rolls, ability checks, and saving throws until the end of their turn.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. Alternatively, you can select a feat instead of increasing your ability scores.Extra Attack
Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.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.Bolstering Inspiration
Beginning at 6th level, your inspiring presence bolsters your allies. Whenever a creature rolls an Inspiration die granted by you, they gain temporary hit points equal to the Inspiration die roll + your Charisma modifier.Captivate
Starting at 11th level, when you successfully use your Charm feature, you can choose to render the target creature unaware of its surroundings while you continue to hold its attention. As long as the creature is charmed by you, you become the target's sole focus. The target pays no attention to anyone else. The target has disadvantage on Wisdom (Perception) checks made to perceive anything other than you, and attacks against the target have advantage until the effect ends. Addittionally, you may now use your Charm feature against up to three creatures simultaneiously, though a seperate action to charm each character is required. Charming simultaneious creatures does not break your concentration, though you must maintain your concentration to keep the simultaneious creatures charmed. You can use your Captivate 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.Dazzle
At 13th level, you can dazzle and distract at a moments notice. When a creature makes an attack against you, you can spend your reaction to add your Charisma modifier to your AC for the attack. To apply this bonus, the creature must have an Intelligence score of at least 6, and be able to see and hear you.Snap Out Of It
At 14th level, you are exceedingly good at helping your team overcome certain conditions. You may use your action to speak to an allied creature within 60 feet that is charmed or frightened, ending either of those conditions on the target. At the DM's discretion, this ability may be used to end other conditions, as long as the nature of the condition is psychological. This feature should not be allowed to end, but at the DM's discretion may be allowed to temporarly supress, madness in another character.Superior Inspiration
At 20th level, whenever you roll for initiative and have no uses of your Inspiration feature remaining, you regain one use.Alternative Features
At the DM's discretion, these alternative features may be used in place of, or in addition too, the ones listed above.Feat At 1st Level
This feature is standard in all my games, but other DM's may not feel the same and may choose to not use it.At 1st level, you gain a feat.
Favor
If the DM has decided to use the Wealth and Reputation systems associated with d20 Modern, than this alternative feature makes Favor more useful.Beginning at 2nd level, you gain special consideration when calling in favors. When you choose to leverage your reputation, you can treat your reputation score as being 10 points higher when determining how much the favor decreases your reputation. Once you have used this feature, you cannot use it again until you have finished a long rest. At 9th level, you can use this feature twice between rests and at 17th level, you can use it three times between rests.
Remove these ads. Join the Worldbuilders Guild
Comments