Diplomat
Countless wonders and secrets exist in the world for those skillful enough to discover them. Through cleverness, talent, and magic, these cunning few unravel the secrets of the world, becoming adept in the arts of persuasion, manipulation, and inspiration. Quick-witted and captivating, diplomats possess an unrivaled ability to somehow know more than they should and utilize what they learn to keep themselves and their allies ever one step ahead of the opposition. They can turn a hate bound enemy to their best friend who only wishes to give him the world. Diplomats may despise fools for their primitive view of the world, but they never, ever, jeopardize their negotiations. In battle, instead of drawing blades themselves, they will bolster their allies to fight their battles. For diplomats, every day brings its unique opportunities and challenges, and only by knowing the most and being the best might they make the most of it.
The diplomat is without a doubt a support spellcaster. His abilities solely revolve around making his allies in battle, in almost all ways possible. However, his abilities shine most outside combat, where he can make anyone do basically anything.
Passive
You gain +2 to Charisma checks and Saving (Charisma) throws.
Magic
You have access to these spells listed in the table below. Your Spellcasting modifier for these spells is Charisma. Your Spell Save DC is 10 + your Charisma modifier. In addition to spells on your class spell list, you can also cast spells from the general spell list, following the same rules.
Level | Class spells | General spells |
---|---|---|
Cantrip | Dancing Lights, Friends, Message, Vicious Mockery | Light, Prestidigitation |
Level 1 | Charm Person, Dissonant Whispers, Heroism, Sleep | Ceremony, Detect Magic |
Level 2 | Invisibility, Shatter, Silence, Suggestion | Empower Weapon, Magic Aura |
Level 3 | Bestow Curse, Fear, Hypnotic Pattern, Sending | Counterspell, Dispel Magic |
Level 4 | Compulsion, Confusion, Hallucinatory Terrain | Arcane Eye, Freedom |
Level 5 | Dominate Person, Dream | Contact, Lore |
Level 6 | Irresistible Dance, Mass Suggestion | Globe of Invulnerability |
Level 7 | Etherrealness, Seclusion | Etherealness |
Level 8 | Feeblemind | Antimagic Field |
Level 9 | Foresight | Wish |
Class level 1
1. – Inspiration (3 FP, restricted – charges)
You have learned to use your words to boost yourself and your allies.
As a bonus action, one creature of your choosing gains an Inspiration die, a d6. Once within the next 10 minutes, that creature can choose to roll it and add the number to any d20 roll using one of the base or derived modifiers it makes. The die is then lost. A creature can only have a single Inspiration die at any moment. You have a number of Inspiration dice equal to your Charisma modifier (minimum of one) at base. You gain back lost inspiration dice upon finishing a long rest.
Class level 2
2. – Disarming Words (3 FP, unrestricted)
You now can use your words to not only buff allies, but also distract and confuse enemies. Whenever a creature makes any d20 roll using one of the base or derived modifiers, you can use your reaction to expend one Inspiration dice, rolling it and subtracting the number rolled from the creature’s roll.
Class level 3
3. – Action Inspiration (3 FP, unrestricted)
Your words can now help alter the flow of battle and magic.
You Inspiration die is now a d8. A creature can now use the Inspiration die to add to a weapon or spell damage roll. Alternatively, when an Attack roll is made against that creature, it can use its reaction to roll the Inspiration roll and add the number rolled to its AC.
Class level 5
4. – Delightful Cry (4 FP, unrestricted)
As a bonus action, you can expend one use of Inspiration. Choose up to 3 creatures within 60 ft. of you. Each of them gains temporary HP equal to the Inspiration die roll + 15 and can immediately use its reaction to move up to its speed, without provoking opportunity attacks.
Class level 7
5. – Contagious Inspiration (4 FP, restricted – charges)
Your Inspiration die now becomes a d12.
When you successfully inspire someone, the power of your elegance can now spread to someone else. When a creature within 60 feet of you adds one of your Inspiration dice to any of its d20 rolls using one of the base or derived modifiers and the roll succeeds, you can use your reaction to encourage a different creature (other than yourself) that can hear you within 60 feet of you, giving it an Inspiration die without expending any of your Inspiration uses. You can use this reaction a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Class level 9
6. – Superior Inspiration (4 FP, unrestricted)
When a creature has your inspiration die, instead of rolling it and adding the number rolled to the total, it can instead choose to gain advantage on the roll. The roll must be eligible for an inspiration die roll. The die is then consumed. This ability only applies to d20 rolls.