Influencer

Influencers demonstrate a facility for connecting with others, developing proficiency at influencing their actions, and improving your ability to win their support through debate, compromise, or seduction. Personal magnetism, applied interaction techniques, and a touch of charm combine to define the Influencer.

The Influencer is in the public’s eye by day, while working for a covert organization by night. A movie star or television talk show host, a high-profile community leader or politician, a world-famous novelist or self-help guru - all these and more fit into the Influencer class. The Influencer is recognizable, has some amount of fame and a following, and often has the reputation and wealth (or illusion thereof) to go along with the spotlight.

An Influencer might simply be famous because of who they are, or they may have earned their status by what they've done. They could be an entertainer, a celebrity, a dilettante, a politician, or the bored offspring of one of these public personalities. The Influencers can use their fame to advance other careers - such as an agent, spy, or operative for whatever covert organization they might work for...

Persuasive leaders, attractive celebrities and personalities, inspiring politicians, adept negotiators, entertainers, seducers, flirts, fast-talkers, con artists and suave gamblers all fall within the domain of the Influencer.

## CLASS FEATURES

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

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

## PROFICIENCIES

* **Armor:** Light armor, medium armor
* **Weapons:** Simple weapons
* **Saving Throws:** Charisma and one of Wisdom, Dexterity or Constitution.
* **Skills:** Choose two from Animal Handling, Deception, History, Insight, Intimidation, Performance, and Persuasion

## CHARM

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. It has advantage on the saving throw if you or your companions are fighting it. On a failed save, the target is charmed. You must concentrate to maintain, this effect, as if concentrating on a spell.

The target repeats the saving throw after 1 minute to attempt to end the effect. If the creature’s saving throw is successful, it is immune to this ability for 24 hours. The effect ends immediately if the target is attacked or threatened.

## 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 6th level, a d10 at 9th level, and a d12 at 13th level.

## FAVOR

Beginning at 2nd level, when talking to another character, you may attempt to gain a favor from them. By spending 1 minute or more talking to a character, you can ask them for a favor. To do so, make a Charisma (Persuasion) check, with a DC set by the GM, as appropriate for your relationship with that character. Generally, a the DC should be about 10 for a friendly character, about 15 for a neutral character, and about 20 for an unfriendly character.

If you are successful, that character will provide the favor, provided it causes them no harm. Once you have used this ability, you cannot use it again until you have finished a long rest.

At 9th level you can use this feature twice between rests, and at 17th level you can use it three times between rests.

## TAUNT

Starting at 2nd level, you gain the ability to undermine a target’s confidence. You may use your bonus action to taunt 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 has disadvantage on its next attack roll, ability check, or saving throw.

## ADVANCED INFLUENCER

At 3rd level, you gain access to Advanced Influencer skills. You gain more features at 3rd level and again at 7th, 10th, 15th, and 18th level. *[See: Advanced Influencer]*

## ABILITY SCORE IMPROVEMENT

When you reach 4th level, and again at, 8th, 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. Alternatively, you can select a feat instead of increasing your ability scores.

## EXTRA ATTACK

Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

## 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.

## BOLSTERING INSPIRATION

Beginning at 6th level, your inspiring presence bolsters your allies. Whenever a creature rolls an Inspiration die granted by you, they gain temporary hit points equal to the Inspiration die roll + your Charisma modifier.

## 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.

As long as the creature is charmed by you, you become the target’s sole focus. The target pays no attention to anyone else. This focusing of the target’s attention allows other characters to take actions of which the captivated target is unaware. The target has disadvantage on Wisdom (Perception) checks made to perceive anything other than you, and attacks against the target have advantage until the effect ends.

Additionally, you may now use your Charm feature against up to 3 creatures at once, though a separate Charm action is required for each creature you wish to charm.

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.

## DAZZLE

At 13th level, you gain ability to dazzle and distract at a moment’s notice. When a creature makes an attack against you, you can spend your reaction to add your Charisma modifier to your AC for the attack.

To apply this bonus, the creature must have an Intelligence score of at least 6, and be able to see and hear you.

## SNAP OUT OF IT

You are exceedingly good at helping others overcome mental effects. At 14th level, you may use your action to speak to an ally within 60 feet that is Charmed or Frightened, ending either of those conditions on the target.

At the GM's discretion, this ability may be used to end other conditions, as long as the source of the condition is a psychological or magical effect.

## IMPROVED TAUNT

Starting at 17th level, your ability to fluster your targets with insults improves.

When a creature you can see fails on an attack roll, ability check or saving throw, you can use your Taunt action as a reaction against that creature.

Additionally, when a creature fails it’s saving throw against your Taunt they suffer disadvantage on attack rolls, ability checks, and saving throws until the end of their turn.

## SUPERIOR INSPIRATION

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