Politician
Politician
Læsir who choose to follow the Politician pursuit are those who study social & political sciences. They use their knowledge of the people to manipulate the masses into doing their bidding or allow them and their allies to carry out their business without being impeded.
Silver Tongue Beginning at 3rd level you add half your proficiency bonus to any Charisma skill check you are not already proficient in. Additionally, You learn one additional language of your choice.
Learned Diplomat At 3rd level, you gain access to new maneuvers which reflect the progress of your studies into the political world. Whenever you learn a new maneuver, you can choose from any of the following as well. The maneuvers are listed in alphabetical order.
Call to Arms. If you are surprised at the beginning of combat and aren't incapacitated, you can expend one superiority die to act normally. On your first turn as a bonus action you can make a call to arms. When you do so, creatures you choose within 30 feet who can see or hear you who haven't gone yet may act normally on their first turn.
Overwhelming Presence. As an action, you can make a Charisma (Persuasion) or Charisma (Intimidation) skill check and expend one superiority die to attempt to charm or frightened a humanoid creature who can see or hear you within 60 feet. Add the superiority die to the roll. The target makes a contested Wisdom (Insight) check. If your check succeeds, the target is charmed by you if you used Persuasion, or frightened of you if you used Intimidation, until the end of your next turn.
Charge. As a bonus action on your turn, you can expend one superiority die to spurn your allies to move. Until the start of your next turn, creatures you choose within 30 feet who can see or hear you, have their speed increased by 10 feet and ignore nonmagical difficult terrain.
Goading Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attack you. You add the superiority die to the attacks damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
Inspiring Defense. As a reaction when an ally you can see within 30 feet who can see or hear you, makes a saving throw, you can expend a superiority die. Add the number rolled to the targets saving throw. You can use this maneuver before or after making the saving throw, but before any effects of the saving throw are determined.
Rally. On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to your superiority die + your Intelligence modifier.
Targeted Feint. You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 30 feet of you as your target. You have advantage on your next attack roll against that creature. If that attack hits, add the superiority die to the attacks damage roll.
Tyrannical Strike. When you hit a creature with a weapon attack, you can expend one superiority die and issue a one-word command to a creature who can see or hear you. You add the superiority die to the attacks damage roll, and the target must succeed on a Wisdom saving throw. On a failed save, the target must follow the command on its next turn. The target automatically succeeds if it is Undead, can't be charmed, it doesn’t understand your language, or if your command is directly harmful to it.
Force of Personality At 6th level, as an action, you suggest a course of activity (limited to a sentence or two) to influence a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the effect.
The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for up to 24 hours. If the suggested activity can be completed in a shorter time, the effect ends when the subject finishes what it was asked to do.
You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn’t met before the effect ends, the activity isn’t performed.
If you or any of your companions damage the target, the effect ends.
You may only use this feature once before finishing a short or long rest.
Beguiling Presence Beginning at 11th level, humanoids within 30 feet are particularly susceptible to your presence. Humanoids within range have disadvantage on saving throws against any charm or fear effects from you. Creatures who can’t be charmed are immune to this effect.
Call to Victory Starting at 17th level, you can call out to your allies, beckoning them to victory. As an action, you can expend any number of superiority die, giving each to a creature of your choice within 60 feet who can see or hear you.
Once, within the next minute, a creature may roll their 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, but before any effects are determined. Once the superiority die is rolled, it is lost. A creature can have only one superiority die at a time.
Silver Tongue Beginning at 3rd level you add half your proficiency bonus to any Charisma skill check you are not already proficient in. Additionally, You learn one additional language of your choice.
Learned Diplomat At 3rd level, you gain access to new maneuvers which reflect the progress of your studies into the political world. Whenever you learn a new maneuver, you can choose from any of the following as well. The maneuvers are listed in alphabetical order.
Call to Arms. If you are surprised at the beginning of combat and aren't incapacitated, you can expend one superiority die to act normally. On your first turn as a bonus action you can make a call to arms. When you do so, creatures you choose within 30 feet who can see or hear you who haven't gone yet may act normally on their first turn.
Overwhelming Presence. As an action, you can make a Charisma (Persuasion) or Charisma (Intimidation) skill check and expend one superiority die to attempt to charm or frightened a humanoid creature who can see or hear you within 60 feet. Add the superiority die to the roll. The target makes a contested Wisdom (Insight) check. If your check succeeds, the target is charmed by you if you used Persuasion, or frightened of you if you used Intimidation, until the end of your next turn.
Charge. As a bonus action on your turn, you can expend one superiority die to spurn your allies to move. Until the start of your next turn, creatures you choose within 30 feet who can see or hear you, have their speed increased by 10 feet and ignore nonmagical difficult terrain.
Goading Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attack you. You add the superiority die to the attacks damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
Inspiring Defense. As a reaction when an ally you can see within 30 feet who can see or hear you, makes a saving throw, you can expend a superiority die. Add the number rolled to the targets saving throw. You can use this maneuver before or after making the saving throw, but before any effects of the saving throw are determined.
Rally. On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to your superiority die + your Intelligence modifier.
Targeted Feint. You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 30 feet of you as your target. You have advantage on your next attack roll against that creature. If that attack hits, add the superiority die to the attacks damage roll.
Tyrannical Strike. When you hit a creature with a weapon attack, you can expend one superiority die and issue a one-word command to a creature who can see or hear you. You add the superiority die to the attacks damage roll, and the target must succeed on a Wisdom saving throw. On a failed save, the target must follow the command on its next turn. The target automatically succeeds if it is Undead, can't be charmed, it doesn’t understand your language, or if your command is directly harmful to it.
Force of Personality At 6th level, as an action, you suggest a course of activity (limited to a sentence or two) to influence a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the effect.
The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for up to 24 hours. If the suggested activity can be completed in a shorter time, the effect ends when the subject finishes what it was asked to do.
You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn’t met before the effect ends, the activity isn’t performed.
If you or any of your companions damage the target, the effect ends.
You may only use this feature once before finishing a short or long rest.
Beguiling Presence Beginning at 11th level, humanoids within 30 feet are particularly susceptible to your presence. Humanoids within range have disadvantage on saving throws against any charm or fear effects from you. Creatures who can’t be charmed are immune to this effect.
Call to Victory Starting at 17th level, you can call out to your allies, beckoning them to victory. As an action, you can expend any number of superiority die, giving each to a creature of your choice within 60 feet who can see or hear you.
Once, within the next minute, a creature may roll their 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, but before any effects are determined. Once the superiority die is rolled, it is lost. A creature can have only one superiority die at a time.
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