Negotiator (5e Class)

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Negotiator

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"Ah yes, the negotiator." -General Grievous

Negotiators master the art of oratory. Their focus is on people and on the influence and secrets they have. Persuasion is regarded as a high art and a well-reasoned, well-spoken argument often proves more powerful than objective truth. They wield a blend of logic and wordplay, winning over skeptics and detractors with logical arguments, and plucking at heartstrings to appeal to the emotions of entire audiences. Words are their weapons as often as knives or poison, and secrets and favors are some of your favorite treasures.

Creating a Negotiator

Quick Build

You can make a Negotiator quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Intelligence. Second, choose either the Charlatan or Courtier background.

Class Features

As a Negotiator you gain the following class features.

Hit Points

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

Proficiencies

Armor: None
Weapons: Daggers, darts, rapiers, hand crossbow, poison
Tools: (a) Forgery or (b) Disguise kit, gaming set
Saving Throws: Charisma, Intelligence
Skills: Choose 4 from Deception, History, Insight, Investigation, Perception, Performance, Persuasion, Religion, Sleight of Hand

Equipment

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

  • (a) a rapier or (b) two daggers
  • (a) 20 darts or (b) a hand crossbow with 20 arrows
  • (a) leather armor or (b) padded armor
  • (a) diplomat's pack or (b) scholar's pack

Table: The Negotiator

LevelProficiency
Bonus
FeaturesCantrips—Spell Slots per Spell Level—
1st2nd3rd4th5th6th7th8th9th
1st+2Silvery Tongue, Unsettling Words22
2nd+2Master Tactician23
3rd+2Playing Field242
4th+2Ability Score Improvement343
5th+3Expertise3432
6th+3Understanding3433
7th+3Playing Field Feature34331
8th+3Ability Score Improvement34332
9th+4Observant343331
10th+4Ability Score Improvement443332
11th+4Expertise Improvement4433321
12th+4Ability Score Improvement4433321
13th+5Misdirect44333211
14th+544333211
15th+5Playing Field Feature443332111
16th+5Ability Score Improvement443332111
17th+6Duplicitous4433321111
18th+64433331111
19th+6Ability Score Improvement4433332111
20th+64433332211

Spellcasting

Spell Slots

The Negotiator table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell Charm Person and have a 1st-level and a 2nd-level spell slot available, you can cast Charm Person using either slot.

Cantrips

You know two cantrips of your choice from the Negotiator spell list. You learn additional Negotiator cantrips of your choice at higher levels, as shown in the Cantrips column of the Negotiator table.

Spells Known of 1st Level and Higher

You know four 1st-level spells of your choice from the Negotiator spell list.

The Spells Known column of the Negotiator table shows when you learn more Negotiator spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the Negotiator spells you know and replace it with another spell from the Negotiator spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your Negotiator spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Negotiator spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus

Your words are your spellcasting focus for the Negotiator spells. As such, any spells that have any somatic requirements can be fulfilled with lip movements.

Silvery Tongue

Starting at 1st level, you are a master at saying the right thing at the right time. When you make a Persuasion or Deception check, you can treat a d20 roll of 9 or lower as a 10. You also learn two languages of your choice.

Unsettling Words

Also at 1st level you can spin words laced with magic that unsettle a creature and cause it to doubt itself. As a bonus action, you can choose one creature you can see within 60 feet of you and roll a d6. The creature must subtract the number rolled from the next saving throw it makes before the start of your next turn. You can do this the number of times equal to your Charisma modifier and must take a long rest to replenish it.

The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

Master Tactician

At 2nd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the target can see or hear you.

Ability Score Improvement

When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th 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.

Expertise

At 5th level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 11th level, you can choose another two skill proficiencies to gain this benefit.

Understanding

At 6th level, you have gained the ability to make your speech intelligible to any creature. As an action, choose one or more creatures within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). The chosen creatures can magically understand you, regardless of the language you speak, for 1 hour. Once you use this feature, you can't use it again until you finish a long rest, unless you expend a spell slot to use it again.

Observant

Starting at 9th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

  • Intelligence score
  • Wisdom score
  • Charisma score
  • Class levels (if any)

At the DM's option, you might also realize you know a piece of the creature's history or one of its personality traits, if it has any.

Misdirect

Beginning at 13th level, you can sometimes cause another creature to suffer an attack meant for you. When you are targeted by an attack while a creature within 5 feet of you is granting you cover against that attack, you can use your reaction to have the attack target that creature instead of you.

Duplicitous

At 17th level, your thoughts can't be read by telepathy or other means, unless you allow it. You can present false thoughts by making a Deception check contested by the mind reader's Insight check.

Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful if you so choose, and you can't be compelled to tell the truth by magic.

Playing Field

At 3rd level, you chose a playing field that your character would operate in. Choose between a con artist or politician, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th and 15th.

Con Artist

Some use their negotiating abilities to cheat and trick others, persuading to believe their lies and profit.

Master Thief

Starting at 3rd level, you double your proficiency for Stealth and Sleight of Hand.

Theatrical Performance

At 7th level, you have advantage on Deception and Performance checks when trying to pass yourself off as a different person.

Vocal Mimicry

At 15th level, you can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Insight check contested by your Deception check allows a listener to determine that the effect is faked.

Politician

The powers of negotiation are debatable best suited for the inner workings of government.

Master Diplomat

Starting at 3rd level, you double your proficiency for Insight and Persuasion.

Linguistic Genius

You learn three additional languages of your choice at 7th level.

Coder

At 15th level, you can ably create written ciphers. Others can't decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it.

Negotiator Spell List

You know all of the spells on the basic Negotiator spell list and additional spells based on your subclass.

Cantrips

1st Level

2nd Level

3rd Level

4th Level

5th Level

6th Level

7th Level

8th Level

9th Level

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