Charmer
Action Hero Blaster Brain Brawler Charmer Detective Scientist Zoomer

Class Features


As a charmer, you gain the following class features.

Hit Points


Hit Dice: 1d8 per charmer level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per charmer level after 1st

Proficiencies


Saving Throws: Wisdom, Charisma
Armor: None
Weapons: Simple weapons
Skills: Choose 5 from Acrobatics, Animal Handling, Athletics, Deception, History, Insight, Perception, Performance, Persuasion, Sleight of Hand, Stealth, Theology & Philosophy
Tools: Choose 1 artist's tool or musical instrument, and any 2 additional tools

Equipment


You start with the following equipment, in addition to the equipment granted by your background:

  • Any 2 of the following: artisan's tool kits, artist's tool kits, gaming sets, or musical instruments
  • (a) business pack or (b) performer's pack
  • (a) business outfit, (b) designer outfit, or (c) any basic costume and mask

The Charmer
Level Proficiency Bonus Features
1st +2 Call to Healing (1d6), Charming Inspiration
2nd +2 Jack of All Trades, Words of Rest (d6)
3rd +2 Charmer Archetype, Charmed Expertise
4th +2 Ability Score Improvement, Charming Inspiration (d8)
5th +3 Call to Healing (2d6), Boundless Inspiration
6th +3 Charmer Archetype feature, Speech of Boldness
7th +3 Hearts of Men
8th +3 Ability Score Improvement
9th +4 Call to Healing (3d6), Words of Rest (d8)
10th +4 Charming Inspiration (d10), Charmed Expertise

Call to Healing


As an action, you can heal a creature within 60 feet who can hear you by speaking words of hope and encouragement. The creature is healed 1d6 + your Charisma modifier Hit Points. You can use this feature once per long or short rest.

At higher levels the number of dice increase. At 5th level this increased to 2d6 and at 9th to 3d6. You can use all of these dice in a single use or spread them over multiple actions, healing additional creatures. Each dice gains your Charisma modifier as a bonus.

Charming Inspiration


You can inspire others through encouraging 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 Charming 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 Charming Inspiration die, but must decide before the GM says whether the roll succeeds or fails. Once the Charming Inspiration die is rolled, it is lost. A creature can have only one Charming 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 Charming Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level and a d10 at 10th level.

Jack of All Trades


Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.

Words of Rest


Beginning at 2nd level, you can use inspirational and comforting words to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your words regain Hit Points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 Hit Points.

The extra Hit Points increase to 1d8 at 9th level.

Charmer Archetype


At 3rd level, you gain a Charmer Archetype that you emulate in your dealings with others, such as Best Freind of the Masses or Commander. The archetype you choose grants you additional features at 6th level.

Charmed Expertise


At 3rd level, choose two of your skill or tool proficiencies, or one of each. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 10th level, you can choose another two skill or tool proficiencies, or one of each, to gain this benefit.

Ability Score Improvement


When you reach 4th level, and again at 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Boundless Inspiration


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

Words of Boldness


At 6th level, you gain the ability to use encouraging words to disrupt mind-influencing effects. As an action, you can start a speech that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The speech ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).

Hearts of Men


At 7th level, you gain advantage on Initiative rolls when dealing with foes who are comprised of at least half Humanoids provided you speak before the combat begins.



Charmer Archetypes


Different Charmers choose different approaches to utilizing and perfecting their influence. The Charmer archetype you choose to emulate reflects your approach.

Best Friend of the Masses


Bonus Proficiencies. At 3rd level, you gain proficiency with three skills of your choice.

Chit-Chat. At 3rd level, by spending 1 minute speaking to a non-hostile creature with an Intelligence of 3 or higher who can understand you, you gain advanatage on Charisma checks with that target for the next 24 hours.

Charming Words. At 6th level, you can use an action to try to 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, but only if its mistreated or has reason to be suspicious of you. If the creature’s saving throw is successful, it is immune to this ability for 24 hours.

This is not a power effect.

Commander


Mantle of Inspiration. At 3rd level, as a bonus action, you can expend a use of Charming Inspiration to grant your allies temporary Hit Points. When you do so, choose a number of allies you can see and who can see you within 60 feet of you, up to a number of them equal to your Charisma modifier (minimum of one). Each target gains 2d6 temporary Hit Points.

When a target gains these temporary Hit Points, it can also use its reaction to move up to its speed toward you, without provoking opportunity attacks. It must take the shortest, safest path to you. The number of temporary Hit Points increases when you reach certain levels in this class, increasing to 2d8 at 5th level, 2d10 at 10th level, and 2d12 at 15th level.

Battle Inspiration. At 3rd level, allies who gain a Charming Inspiration dice from you can use that dice to add to a damage roll.

Advantageous Inspiration. At 6th level, allies who gain a Charming Inspiration dice from you can roll the dice twice and take the higher result.

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