Advanced Influencer

*The skills that you gain depending on the level:*

 7th
 10th
 15th
 18th

## BONUS PROFICIENCY

When you choose this advanced class at 3rd level, you gain proficiency in one of the following skills of your choice: Insight, Intimidation, Performance, or Persuasion. Alternatively, you learn one language of your choice.

## UNLIMITED ACCESS

At 3rd level, you gain advantage on Charisma ability checks to smooth-talk or trick your way into a private party or invitation-only event.

In addition, when you buy a ticket to a show or for transportation, you can make a DC 15 Charisma (Persuasion) check to get that ticket upgraded. A ticket to a show might become a backstage pass, a ticket to a sporting event might become a field pass, a hotel room might become a suite, or an economy ticket for an airplane might become a first-class ticket.

## WINNING SMILE

When you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Charisma modifier. Additionally, when you are wearing armor, you can use your Charisma modifier in place of your Dexterity modifier for calculating your Armor Class. If you have a negative Dexterity modifier, the penalty is applied even if you use your Charisma modifier to calculate Armor Class.

## RUMORMONGER

At 7th level, you become adept at spreading stories and influencing people's views of others. When you speak for at least 1 minute to a group of creatures, you can attempt to influence their perception of another creature.

Up to six creatures that can see and hear you and can understand you must make a Wisdom saving throw, with a DC of 8 + your proficiency bonus + your Charisma bonus. On a failed save, the creature is influenced either positively or negatively towards a creature that you designate. The designated creature has disadvantage on any ability check to interact socially with a negatively influenced target, or advantage on any ability check to interact socially with a positively influenced target.

This effect lasts for 24 hours. If a targeted creature’s saving throw is successful, it is immune to this ability for 24 hours, and any effects of this ability on that creature end immediately. If you or any of your companions damage a target, any effects of this ability on that creature end immediately.

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.

## ROYALTIES

At 10th level, your activities in the public eye generate extra income. You can live a Wealthy lifestyle without having to pay anything, and you have a pool of money that contains $2000 on your person in addition to any other money you have. Any money you spend is first spent from this pool, and then from any other money you have. This pool refills to $2000 when you finish a long rest.

## MOVING SPEECH

At 10th level, your force of personal magnetism increases to the point that you can arouse a strong emotions in your audience at the drop of a hat. When you speak for at least 1 minute to a group of creatures, you can attempt to influence their emotions. When you do so, you can choose to inspire or terrorize the group.

When inspiring creatures, you choose up to six creatures within 60 feet of you that can see and hear you and can understand you. Each of those creatures gains temporary hit points equal to your level + your Charisma modifier. Additionally, on each of it's turns, a creature under this effect can roll a d4 and add the number rolled to an ability check, attack roll or saving throw. The creature can do this after the roll is made, but before any of the roll's effects occur. This effect lasts for 10 minutes.

When terrorizing creatures, up to six creatures within 60 feet of you that can see and hear you and can understand you must make a Wisdom saving throw, with a DC of 8 + your proficiency bonus + your Charisma bonus. On a failed save, a creature is Frightened of you for the duration. Additionally, whenever a creature under this effect makes a saving throw, roll a d4 and subtract the number rolled from the saving throw. At the end of its turns, an affected target can repeat the Wisdom saving throw. It it succeeds, this effect ends for that target. This effect lasts for 1 minute.

Once you use this ability, it cannot be used again until you complete a short or long rest.

## FAMOUS FACE

Beginning at 15th level, if your total for a Charisma check is less than your Charisma score, you can use that score in place of the total.

## ADDITIONAL ROYALTIES

At 18th level your fame is now partnered with fortune. You can live an Aristocratic lifestyle without having to pay anything, and the pool of money granted to you by your Royalties feature increases $1,000.

## COMPELLING PERFORMANCE

Starting at 18th level, you captivate an audience like no other. When you speak for at least 1 minute to a group of creatures, you can attempt to compel them to a particular course of action. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to shoot itself, throw itself off a roof, immolate itself, or do some other obviously harmful act ends the effect.

Up to six creatures within 60 feet of you that can see and hear you and can understand you must make a Wisdom saving throw, with a DC of 8 + your proficiency bonus + your Charisma bonus. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. 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 lawyer give her car to the first homeless person she meets. If the condition isn’t met before the effect expires, the activity isn’t performed.

This effect lasts for 24 hours. If you or any of your companions damage a creature under the effect of this ability the effect ends.

After the duration expires, the GM determines the reaction and attitude of the target based on what the Personality compelled the target to do.

Once you use this ability, it cannot be used again until you complete a long rest.