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Homebrew Rogue Archetype: Charismatic Bastard
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<blockquote data-quote="Machiknight" data-source="post: 6776010" data-attributes="member: 6806314"><p>Here is Version 2.0 with changes made based upon these and other suggestions!</p><p></p><p>-Master Debater: Your focus is on people and on the way to influence and control them with your words. </p><p></p><p>-Silver Tongued Devil: When you choose this archetype at 3rd level, you gain proficiency in 2 of; Insight Deception, Intimidation, or Persuasion. Additionally you may gain advantage on any check of Deception, Persuasion or intimidation one time per Charisma bonus (Min 1). Gain all expended uses back after a short or long rest. You also learn 2 additional languages. </p><p></p><p>-Hurtful Rhetoric: Starting at 3rd you may use your bonus action given by Cunning Action to shout a string of insults at a creature within 30 feet. If the target can hear and understand you (it must be capable of language), it must succeed on a Wisdom (DC 8 + cha mod+ proficiency bonus) saving throw or have disadvantage on the next attack roll it makes before the beginning of your next turn, and you gain advantage on your next attack directed at it. You also learn 1 additional Language.</p><p></p><p>-Manipulative Bastard: Starting at 9th level, outside of combat, you suggest a course of activity through a series of compelling arguments and influence a creature you can see within range that can hear and understand you. The course of action must sound like something the creature would logically due and that fits its nature, and would not OBVIOUSLY be harmful to it (physically injure itself etc). The target must make a Charisma saving throw. (DC 8 + cha mod+ proficiency bonus) on a failed save, it pursues the course of action you described to the best of its ability, thinking that the course of action was its own idea. If the target succeeds on its saving throw, it believes it has won an argument with you and becomes cocky giving you advantage on all charisma and insight checks against it for the remainder of the encounter. This ability may be used once per long rest. You also learn 1 additional language.</p><p></p><p>-Logical Fallacy: Beginning at 13th level, once per charisma bonus (Min 1) as an action you may state a short comment that may or may not be true. Any opponent that targets you with an attack or a harmful spell must first make a Charisma saving throw. On a failed save, the opponent must choose a new target or lose the attack or spell, while giving you advantage on your next attack against that opponent. On a successful save the attacker suffers disadvantage on attack rolls against you and you still have advantage on your next attack against that opponent. Gain back all uses after a short or long rest. You also learn 1 additional language. </p><p></p><p>-ArchLinguist: Starting at 17th level, your connection to language has become so deep as to be magical; you speak and understand any language. You gain advantage on saves to charm and charm-like effects and your “Silver Tongued Devil” ability gains unlimited uses. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful.</p></blockquote><p></p>
[QUOTE="Machiknight, post: 6776010, member: 6806314"] Here is Version 2.0 with changes made based upon these and other suggestions! -Master Debater: Your focus is on people and on the way to influence and control them with your words. -Silver Tongued Devil: When you choose this archetype at 3rd level, you gain proficiency in 2 of; Insight Deception, Intimidation, or Persuasion. Additionally you may gain advantage on any check of Deception, Persuasion or intimidation one time per Charisma bonus (Min 1). Gain all expended uses back after a short or long rest. You also learn 2 additional languages. -Hurtful Rhetoric: Starting at 3rd you may use your bonus action given by Cunning Action to shout a string of insults at a creature within 30 feet. If the target can hear and understand you (it must be capable of language), it must succeed on a Wisdom (DC 8 + cha mod+ proficiency bonus) saving throw or have disadvantage on the next attack roll it makes before the beginning of your next turn, and you gain advantage on your next attack directed at it. You also learn 1 additional Language. -Manipulative Bastard: Starting at 9th level, outside of combat, you suggest a course of activity through a series of compelling arguments and influence a creature you can see within range that can hear and understand you. The course of action must sound like something the creature would logically due and that fits its nature, and would not OBVIOUSLY be harmful to it (physically injure itself etc). The target must make a Charisma saving throw. (DC 8 + cha mod+ proficiency bonus) on a failed save, it pursues the course of action you described to the best of its ability, thinking that the course of action was its own idea. If the target succeeds on its saving throw, it believes it has won an argument with you and becomes cocky giving you advantage on all charisma and insight checks against it for the remainder of the encounter. This ability may be used once per long rest. You also learn 1 additional language. -Logical Fallacy: Beginning at 13th level, once per charisma bonus (Min 1) as an action you may state a short comment that may or may not be true. Any opponent that targets you with an attack or a harmful spell must first make a Charisma saving throw. On a failed save, the opponent must choose a new target or lose the attack or spell, while giving you advantage on your next attack against that opponent. On a successful save the attacker suffers disadvantage on attack rolls against you and you still have advantage on your next attack against that opponent. Gain back all uses after a short or long rest. You also learn 1 additional language. -ArchLinguist: Starting at 17th level, your connection to language has become so deep as to be magical; you speak and understand any language. You gain advantage on saves to charm and charm-like effects and your “Silver Tongued Devil” ability gains unlimited uses. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful. [/QUOTE]
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