Diplomat

A human diplomat

A diplomat is trained in resolving conflicts through speech and negotiations. They are well versed in many languages, making convincing false promises and in cultures.

Diplomats can use their reputation and skills in mediating conflicts for various effects, provide social utility and minor support to their squad.

**Features**
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## Features

### Diplomatic Training

You gain proficiency in persuasion. If you are already proficient, you gain expertise, allowing you to add your proficiency bonus twice.  You also gain proficiency in calligraphy.

Additionally, you learn 3 languages, and you learn new languages 3 times as fast.

> ***Protection*** - Your *Take Cover* reaction grants an additional +2AC.
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### Silver Tongue

Through the power of words you can affect creatures, you gain the two following abilities:

> ***Charm (3 AP)*** - After talking to a creature for 1 minute in a language that it understands, you can attempt to charm this creature. The creature must make a Wisdom saving throw to your Diplomacy save DC or be charmed for 8 hours or until you or your companions do anything harmful to it. You can charm creatures up to the amount of diplomatic features picked.
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> ***Mock (2AP)*** -  You attempt to mock a creature that understands your language.  The target must make a charisma saving throw to your Diplomacy Save DC or take 1 psychic damage and gain disadvantage on weapon attacks until the end of its next turn.
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### Diplomatic Immunity

You are just the messenger! By pleading to the code of common decency you gain the two following abilities:

> ***Immunity (2AP, 1 Diplomacy Charge)*** - Grant yourself or one other creature diplomatic immunity for 1 hour by using your reputation as a diplomat. A creature that understands your language must make a Wisdom saving throw to your Diplomacy Save DC if they wish to attack this creature, else they must pick a new target or forfeit their attack. This effect instantly ends when the target attacks or harms an enemy.
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### Persuasive Argument

Mastering you argumentation and ability to persuade creatures in the most tense moments, you gain 1 new ability:

> ***Masterful Persuasion (3AP, 1 Diplomacy Charge)*** - You may attempt to persuade a creature that understands your language to comply. The creature must either trust you or be charmed by you. Creatures that can't be Charmed are immune to this effect. You suggest a course of activity (limited to a sentence or two). The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the effect. The target must make a Wisdom saving throw. On a failed save, it purses the course of action you described to the best of its ability. The suggested course of action can continue for the entire up to 8 hours. If the suggested activity can be completed in a shorter time, the effect ends when the subject finishes what it was asked to do.You can also specify Conditions that will trigger a Special activity during the Duration. For example, you might suggest that a Crusader give her Shield to the first beggar she meets. If the condition isn't met before the effects expire, the activity isn't performed.If you or any of your companions damage the target, the effect ends. When the effect has ended, the creature starts to reflect upon their and your actions, fully realizing the extent of possible manipulation involved and acting accordingly.
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### Language Barrier

You gain a translation implant that does not limit your current implant amount. You gain the following ability:

> ***Language Barrier (3AP, 1 Diplomacy Charge)*** -You temporarily learn a language that you can hear or read.  You learn to speak, read and write in the language. This effect lasts until the end of your next long rest.
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The translation implant can be replaced with having a dictionary in one of your hands.

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