Ladder Born Leader

They have always displayed confidence in the way they talk and present themselves. They have lived most of their life with a powerful bravado that has allowed them to appear much more confident then they usually felt. They are not that physically attractive; they simply project a presence that encourages followers. Thankfully, beyond the simple aura of their charisma, they are also clever enough to know what to say at the right times to have the greatest effect. They know that how you speak means more than the words themselves. Even if they're not the leader of the group, they often do most of the talking when the need arrives. In their spare time, they socialize with others. They consider this socialization a kind of reseach were they are doing their best to better understand the way that other people think and feel. While they have come to understand the manner in which you can motivate others, they have continued to struggle with understanding what lies in the hearts of others.
  • Key Abilities. Charisma, Intelligence

Brains and Good Looks

They can always choose to use Intelligence instead of Wisdom for Insight and Perception checks. Additionally, after taking a long rest, if they wear no armor and wield no weapons, they gain a +2 bonus to Intelligence until they make an attack roll or cast a spell.
  • Intelligence is their born leader ability

Compelling Directive

  • +1 Constitution
After they finish a long rest, roll a d20, and put the result aside. They can swap out any roll they or an ally that can communicate with them makes for that result. They should always have a d20 result put aside this way, but after swapping two die rolls, they cannot swap another until they finish a short or long rest. After they finish a long rest, they always roll a new d20.

Social Sciences

  • +1 Intelligence
Their compelling directive ability improved, they can swap out four die rolls between short and long rests.

Presence of Leadership

  • +2 Vigor
After taking a long rest, if they wear no armor and wield no weapons, they have advantage with either Intelligence skill checks until they make an attack roll or cast a spell.

Earned Loyalty

  • +1 Constitution
They can turn a short rest into a long rest without an extension of time. This affects them and all allies they can see. After they use this ability, they cannot use it again until they have completed four additional long rests.

Just Stop

  • +2 Intelligence
They can take a moment to focus and gather their wits, as well as the wits of their allies. Use an action, and they and all allies able to communicate with them gain the benefit of a short rest. This takes no time other than the action on their turn. After they use this ability, they cannot use it again until they finish a long rest.

Ladder Gains

  • +2 bonus to any Charisma or Intelligence skill of your choice.
  • +1 bonus to AC.
  • +1 bonus to attack and damage rolls.

Comments

Author's Notes

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