Class: Face

She is all talk. Thankfully, her strengths depend on that. Some call her empathic, while others claim she just possesses good instincts. She can spot a liar by their puckering lips and lazy eyes. She sense the heat of attraction and the searing loathing of those obsessed with violence. Her words have been known to disarm, sooth, or enrage. When shooting is not the solution, she's the only one that can save the situation. She's the smooth talker, the negotiator, and the haggler. When a gun is pointed at her head or when dangling off a cliff, her first response is, “can’t we discuss this?”

Proficiencies

Armor. Light armor Weapons. All simple weapons and one-handed small arms Tools. Disguise kit, all ground vehicles and aircraft Skills. Perception, Insight, History, Intimidation, Investigation, Persuasion

Bulletproof Ego

As long as she wears light or no armor, she gains a bonus to AC equal to half her proficiency bonus (rounded down). For Ultramax: if using the Dodge or Dash action, or if she has cover or concealment, she gain an additional +1 to AC.

Double Your Efforts

She is not a fighter. She's a… well… everything that’s not a fighter. Once per turn on her turn, she can make a DC 10 Wisdom (Perception) check as a free action; if she passes, she can take an additional action on top of her regular action. She cannot use the Attack action or cast spells with this extra action.

Life Insurance

She is not expecting to be in a fight, so best to use her resources more constructively. Spend a Hit Die on her turn, regain the hit points, and she gains all the following benefits (this requires no action).
  • She automatically passes the Double Your Efforts skill check to gain the additional action.
  • She has advantage on all attack rolls, ability checks, and skill checks until the beginning of her next turn.
  • Any Charisma saving throws she forces a target to make before the end of her next turn gains a +3 bonus to the DC.
  • Her speed increases by 5 feet and she gains a +2 bonus to AC until the beginning of her next turn.
  • The bonus to Save DCs increase by +5.
  • She regains 2 to her Hustle Pool.

Way of Protagonist

She knows, deep in her heart that she is a hero. Even if her skill set is differnt then the usualy hero, she still has something special.She has skills that enable her to manipulate people through force of while, a winning smile and the right sequence of words.
DC 21 for all her protagonist abilities

Biting Taunt

She is able to scream an obscenity that is shockingly personal and vile to her opponent. As an action, she can target an enemy that can hear and understand her. It makes a Charisma saving throw. If the target fails, it has disadvantage on attack rolls and ability checks until the beginning of her next turn. A target that succeeds on the DC has advantage on additional saving throws against this effect until she finishes a long rest.

Cognitive Empathy

The truth is written in their faces. Through interpreting micro-expressions, body language, and other aspects of applied psychology, she can read the thoughts of certain individuals. As an action, she can focus her mind on any one creature that she can see within 30 feet of her and that has an Intelligence of 4 or higher. It makes a Charisma saving throw. If it fails, she learns the surface thoughts of the creature—what it is most likely to do in the immediate future and what could possibly be on its mind. She also gains insight into its reasoning (if any) and/or its emotional state. This effect lasts until the end of her next turn or until she breaks line of sight.

Faceman

It’s all about personality. As an action, double her proficiency bonus with the next persausion check. She can select faceman a second time and select another skill or item.

Fascination

(Taken Twice) She is, in fact, the most interesting person in the world…at least to her target. As an action, she can attempt to charm a target. It must be able to hear and understand her. It makes a Charisma saving throw. If it fails, the creature is not only charmed by her but by all her allies the target can see. The charmed effect ends if the target suffers damage or five minutes have passed. She can use this feature twice after each long rest. If the target makes the saving throw, she recovers the use of fascination but cannot use it against the same target until she finishes a long rest.

Know the Signs

Advantage against any Charisma and Wisdom saving throws.

Hustle Pool

She is a born talker and loves to debate, regardless if its versus friends, enemies, or entities. She can alter the natural result of any non-attack d20 roll she makes. She gain a pool equal to double her Charisma modifier and can pull from said pool to modify the result of a d20 roll she just made. Her hustle pool refills after she finishes a long rest.

Make Them Flinch

She can force a creature that made a Charisma saving throw she imposed to re-roll. When she uses this feature, she cannot use it again until she finishes a long rest. If the target still succeeds on the saving throw, she recovers the use of make them flinch but cannot use it against the same target until she finishes a long rest.

Automatic Improvisation

She is really good at giving the illusion that she knows what she is doing. She has proficiency with all tools.

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Author's Notes

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