You are on page 1of 2

Charismatic Hero

Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

Proficiency
Bonus
+2
+2
+2
+2
+3
+3
+3
+3
+4
+4
+4
+4
+5
+5
+5
+5
+6
+6
+6
+6

Features
Charm, Inspiration (d6)
Favor
Advanced Class
Ability Score Improvement
Inspiration (d8), Font of Inspiration
Ability Score Improvement
Advanced Class feature
Ability Score Improvement
Inspiration (d10), Favor (2 uses)
Advanced Class feature
Captivate
Ability Score Improvement
Inspiration (d12)
Ability Score Improvement
Advanced Class feature
Ability Score Improvement
Favor (3 uses)
Advanced Class feature
Ability Score Improvement
Superior Inspiration

Class Features
As a charismatic hero, you gain the following class features.

Hit Points
Hit Dice: 1d6 per charismatic hero level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per charismatic hero level
after 1st

Proficiencies
Armor: Light armor
Weapons: Simple weapons, personal firearms
Tools: Choose any two types of vehicles or tools
Saving Throws: Charisma and one other of your choice
Skills: Choose two from Animal Handling, Deception, History, Insight, Intimidation,
Performance, and Persuasion

Charm
At 1st level, you can use an action to try and charm a creature. The creature must have an
Intelligence score of at least 6, and be able to see and hear you. The creature must make a
Wisdom saving throw with a DC of 8 + your proficiency bonus + your Charisma modifier. On a
failed save, the target is charmed. The target can repeat the saving throw at the end of each of
its turns to attempt to end the effect. If the creatures saving throw is successful, it is immune to
this ability for 24 hours.

Inspiration
You can inspire others through stirring words. To do so, you use a bonus action on your turn to
choose one creature other than yourself within 60 feet of you who can hear you. That creature
gains one Inspiration die, a d6.
Once within the next 10 minutes, the creature can roll the 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 before deciding to use the Inspiration die, but must decide before the GM says whether
the roll succeeds or fails. Once the Inspiration die is rolled, it is lost. A creature can have only
one Inspiration die at a time.
You can use this feature a number of times equal to your Charisma modifier (a minimum
of once). You regain any expended uses when you finish a long rest.
Your Inspiration die changes when you reach certain levels in this class. The die
becomes a d8 at 5th level, a d10 at 9th level, and a d12 at 13th level.

Favor
Beginning at 2nd level, you have the ability to call in a favor. The favor can be used to gain
important information, acquire the loan of equipment or documents, or receive some other minor
form of assistance. The Game Master has the right to refuse a favor, but in that case the use of
this ability is not expended.
You must complete a long rest before you can use this ability again.

Font of Inspiration
Beginning when you reach 5th level, you regain all of your expended uses of Inspiration when
you finish a short or long rest.

Captivate
Starting at 11th level, when you use your Charm ability successfully, you can choose the render
the creature unaware of its surroundings while you continue to hold its attention. This effect
ends when it succeeds at a saving throw against your Charm ability.
You must complete a short or long rest before you can use this ability again.

Superior Inspiration
At 20th level, when you roll initiative and have no uses of Inspiration left, you regain one use.

You might also like