Diplomat | Element 133 Occupation | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Diplomat

Ability Score Increase
WIS +1, CHA +2
Wealth, Reputation and Supply
WEA +3, REP +2
Speed Modifier
+0
Skill Proficiencies
History & your choice of two between Persuasion, Deception, and Intimidation.
Weapon & Armor Proficiencies
Archaic Simple Melee Weapons, Personal Melee Weapons, Personal Handguns
Tool Proficiencies
Civilian Land Vehicles
Languages
4 of your choice
Equipment
A badge or insignia representing your country, the body of text of a law important to you, a bottle of blue ink, a pen, a set of fine clothes.

FEAT: All Eyes on You

Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland. You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. You are commonly taken for face value as a person of great standing. People will likely treat you like a politician or assume you of that status. You can attain audiences with officials easily, as they may often see you as one of their circle.

FEAT: Liaison

You are familiar with the inner workings and protocols of your affiliated institution. Whenever that institution or organization is present in a community, you can call on them for small favors in good faith. Such favors may include providing you food and lodging, as well as directing you to other reputable (or at least non-hostile) contacts and resources. If your affiliates can provide additional services if they are in in a position to do so, but may request favors or fair payment in return. Your aura of goodness make people instantly like you and work in service of your best interest. As an action, you can choose one creature that can see you. That creature must succeed on a Wisdom saving throw against a DC of 8 + your proficiency bonus + your Charisma modifier. On a failed save, that creature is charmed by you for an amount of hours equal to your proficiency bonus and becomes friendly after that duration, or until you do anything harmful against it. On a success, the attitude of that creature changes one step in your favor (hostile becomes indifferent, indifferent becomes friendly). You can use this feature a number of times equal to your Charisma modifier, and regain your uses after finishing a long rest.

FEAT: Political Presence

As a diplomat, you have an aura of authority that emanates from your confidence. Every creature who meets you can recognize the gravity occupation entails. You gain the following benefits:

  • You have advantage on Charisma (Persuasion) rolls made when interacting with members of the nobility or high society in a given region.
  • You have advantage on Intelligence rolls to recall information about political systems, royal family trees and history of realms.
  • You have advantage on Charisma (Intimidation) rolls made when you are attempting to use your political authority to give an order to someone.

In addition, you can add twice your proficiency bonus to one skill you have, reflecting your high education in some field. Alternatively, you can choose to learn one tool proficiency or language instead.


Created by

BreePeterson.

Statblock Type

Element 133 Occupation

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