Agitator (5e Class)
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A dwarf, slightly inebriated, sits at a bar. They begin to talk rather loudly about a new tax that was imposed by Earl only a few days ago. The townspeople are violently against it – the nobles are willing to defend it to the death. As the conversation goes on, the clientele of the bar become increasingly more riled up until a full-blown brawl breaks out.
During the chaos, nobody seems to notice the dwarf and his friends stealing food and money from behind the bar.
Agitators use their knowledge of their opponent’s peeves and dislikes to get under their skin.
Creating an Agitator
When creating an agitator, ask yourself: why is your character like this? Out of all the different paths they could walk in life, why did they choose to take the one where their main goal is to annoy people? Are they misanthropic? Is this something they do for personal gain? Do they do this to aid their friends by creating a distraction?
You can make an agitator quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the Charlatan background.
As a Agitator you gain the following class features.
- Hit Points
Weapons: Simple Weapons, Simple Ranged Weapons
Saving Throws: Charisma, Constitution
Skills: Choose 3: Intimidation, Persuasion, Performance, Deception, Insight, Arcana
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Club or (b) Sickle
- (a) 2 daggers or (b) Sling (with 10 ammunition included)
- Leather armor
- (a) explorer's pack or (b) dungeoneer's pack
- 125 (or 5d4*10) gold coins
|Features||Cantrips Known||—Spell Slots per Spell Level—|
|1st||+2||Spellcasting, Vicious Comment||2||2||—||—||—||—||—||—||—||—|
|4th||+2||Ability Score Improvement||3||4||3||—||—||—||—||—||—||—|
|6th||+3||Vexatious Spirit Feature||3||4||3||3||—||—||—||—||—||—|
|8th||+3||Ability Score Improvement||3||4||3||3||2||—||—||—||—||—|
|9th||+4||Vexatious Spirit Feature||4||4||3||3||3||1||—||—||—||—|
|12th||+4||Ability Score Improvement||4||4||3||3||3||2||1||—||—||—|
|13th||+5||Vexatious Spirit Feature||4||4||3||3||3||2||1||1||—||—|
|16th||+5||Ability Score Improvement||5||4||3||3||3||2||1||1||1||—|
|17th||+6||Vexatious Spirit Feature||5||4||3||3||3||2||1||1||1||1|
|19th||+6||Ability Score Improvement||5||4||3||3||3||3||2||1||1||1|
Whether you were born with innate magical powers or you dedicated years of your life to studying the art of magic, the powers of the arcane flow through you.
At the 1st level, you know two cantrips from the agitator’s spell list. You can learn an additional number of cantrips as you level up, as is shown in the spell chart.
- Spell Slots
At the 1st level, you know two first level spells from the agitator’s spell list. You have a certain number of spell slots of various levels that will increase as you level up your character. Your spell slots will be fully restored upon completing a long rest.
- Preparing Spells
At the end of each long rest you may prepare spells equal to your Agitator level plus you spellcasting ability modifier.
- Spellcasting Ability
You use Charisma as your spellcasting ability.
Spell save DC = 8 + Charisma modifier + proficiency bonus
Spell attack modifier = Charisma modifier + proficiency
Your words were never meant to help others, rather impeed them. At the 1st level you gain a number of vicious points equal to your Charisma modifier. You may expend these points as a reaction to impose disadvantage against a creature within 60ft when they make an attack, ability check, or Saving throw. The target must be able to hear you and understand the language. You regain Vicious Dice by taking a long rest.
At the 2nd level, you gain the ability to figure out what your target is most sensitive about and exploit it. When you do this action, they must make a Charisma saving throw of DC 8 + your proficiency bonus + your Charisma modifier. If they fail, they take a number of d4s equal to your proficiency bonus plus your spell attack modifier worth of psychic damage. The target then takes disadvantage on their next turn. You may use this ability a number of times equal to your Charisma modifier. This ability resets after a long rest.
At the 3rd level you reflect and determine what sort of person you are and what your ultimate goals as an agitator are. There are three possible Vexatious Spirits you can have – The Flagellant Soul, the Discordant Soul, and the Spiteful Soul. You also gain additional bonuses from your Vexatious Spirit at levels 6, 9, 13, and 17.
- Look at the Bard's Jester subclass, it has a lot of opportunity with this class.
At the 5th level you gain the Thick Skin feature. As a master of insult and mockery, you have learned to take it as well as dishing it out and have gained a figurative thick skin. You are resistant to psychic damage. You are immune to being charmed. Additionally, psychic damage you deal is doubled.
- rather than extra psychic damage (also doubling is intense) it might make more sense grant Expertise in one or two abilities using Charisma.
At the 10th level you gain the Quick Wit feature. Your experience of insulting countless people has allowed you to come up with new ways to verbally assault people on the fly. As a bonus action, you can hurl another insult at your foe, forcing them to make a Wisdom saving throw equal to your spell save DC. Upon a failure, they take 4d4 psychic damage and must take disadvantage on their next attack.
- Upon success, what happens? Also, you should be able to use this as a reaction for flavor reasons (it is quick, after all.)
At the 14th level you gain the Roast Master feature. Your passion burns bright as you insult your enemies. As a result, your fiery nature takes manifest in the very words you speak. You gain the ability to deal an additional 3d10 fire damage to any attack of your choice a number of times per day equal to your proficiency bonus, after which you must take a long rest before using it again.
Additionally, you can force any attack that usually would do psychic damage to do fire damage instead.
At the 20th level, you gain the Loathsome Aura feature. You are now famous – or perhaps, infamous – for your demoralizing comments. You have gained an aura of malice that follows you around. Everybody who lays their eyes upon you is filled with a sense of dread as to what emotional destruction you may wrought upon them.
At the start of any battle, all creatures must make a Wisdom saving throw of DC 10 + your Charisma modifier + your proficiency bonus. Upon a failure, they have disadvantage on all attacks against you and all saving throws made to protect themselves from you. In addition, as a bonus action, you can force the creature to become Afraid of you. They lose their fear of you after one turn and cannot be made Afraid again by this feature.
You have determined that, be it for self-hating reasons, to draw attention away from your allies, or for some other motive, you insult people because you want them to hate you.
Take the Heat
At the 3rd level, as a reaction, when a creature is about to attack an ally you can insult them to try to draw their attention. If they fail a Wisdom saving throw of a DC equal to your spell save DC, they will instead target you. You take half damage from the ensuing attack. You must take a long rest before using this feature again. You can use this feature an extra time per long rest for every level you are above the 3rd level (i.e., twice at the 4th level, three times at the 5th level, etc).
- Please tell of the range of this ability.
What Doesn’t Kill Me...
At the 6th level, you learn to use your pain the hatred others have of you to your advantage against your enemies. As your hit points decrease, you gain a series of bonuses and benefits that will aid you in your adventures. Between half and quarter health, you can add half of your Charisma modifier (rounded up) to any roll against the last creature to deal you damage. At quarter health and below, you can add the entire Charisma modifier to any roll against any creature who has damaged you in the past five minutes.
This effect does not last between encounters - when the last creature to hurt you has been killed, you stop gaining the benefits of having low health. You must regain at least half of your hit points before this feature can be invoked again.
...Makes Us All Stronger
At the 9th level, you gain the ability to turn your foes’ hatred of you into buffs for your allies. When between half health and quarter health, as a bonus action, you can choose two allies to join in on trash-talking the creature who last damaged you. This ally has advantage on attacks against this creature, and the creature has disadvantage on any attacks against the ally. In addition, the ally can deal 3d4 extra psychic damage to their attack. If you are at quarter health or below, all of your allies have advantage against the creature who harmed you last, and the creature has disadvantage on their attacks. Additionally, you can choose two allies who will deal an additional 5d4 psychic damage to their attacks on their next turn.
Once the last creature who harmed you has been killed, the effects of this feature end. You must take a short or long rest before using this again.
- Party-wide Advantage and enemy Disadvantage? And extra damage? A cool idea, but horribly overpowered even at level 20. I would change it to the allies' Charisma modifier being their buff, and the enemies' nerf. The extra psychic damage would be best switched, giving the two allies selected an extra 2d4 when you are at quarter health or below.
Blood for Blood
At the 13th level, you gain the power to reflect the damage that people have done to you back onto them with half of the attack (rounded up). You can also heal another party member for a number of hit points equal to half the damage you took (rounded down) instead.
- Range for allied healing?
At the 17th level, you gain the Martyr feature. You can espouse radical views contradicting those of your enemies’, causing up to 2d4 creatures to target you and only you. The creatures must individually make Wisdom saving throws of a DC equal to your spell save DC. If they fail, they are compelled to attack you and nobody else. During this period, all attacks made against you have disadvantage. If an affected creature forces you to make a saving throw of any variety, you have advantage on it. You can take damage bringing you down to – but not below – 1 hit point, after which the effect ends (i.e., if you have 5 HP and are attacked for 13 HP, you will be brought to 1 HP and all buffs from the Martyr feature will end). You must take two long rests before you can use this ability again.
- Compelled Duel but better. Not a criticism, rather advising that you may shorten this using the Compelled Duel description.
Be it for personal or political reasons, or even if you just want to watch the world burn, you have decided that you insult people because you want them to fight amongst themselves.
At the 3rd level, you can create a magically-induced Squabble between any two creatures of your choice. They must each make a Charisma saving throw of a DC equal to your spell save. Upon a failure, they will begin to fight amongst themselves rather than targeting you and your party. The creature will stop attacking their partner once they take damage, regardless of source. You must take a long rest before using this feature again. You can use this feature an extra time for every two levels you are above the 3rd level (i.e., twice at the 5th level, three times at the 7th level, etc). Additionally, every two levels, you can add an extra target to the squabble.
- If you look at this as a whole, it requires two saves to neutralize two opponents in a matter similar to Sleep. Decrease it to one save, ideally.
At the 6th level, you use your skills of persuasion and dislike of your enemies to convince one creature to join your side. Roll for Charisma against one target. If your roll is higher than their Wisdom ability, then they will attack their peers until they can make a Wisdom saving throw matching or beating your Charisma roll.
- Higher than their Wisdom stat or Wisdom save?
Seed of Doubt
At the 9th level, you gain the ability to plant a seed of doubt into your opponent’s mind. By convincing them that their allies are secretly conspiring against them, they begin to lash out at their own teammates. Roll for Deception against one target. If your roll is higher than their Wisdom ability, then they will attack their peers until they can make a Wisdom saving throw matching or beating your Deception roll. On a critical hit, they are convinced for 10 minutes, and cannot be told otherwise. You must take a long rest before you can use this ability again.
- Higher than their Wisdom stat or Wisdom save? Do they attack the nearest person, and are they no longer hostile towards you and your party?
At the 13th level, you can target up to three humanoid creatures to induce a state of barbaric rage within them. They must each make a Charisma saving throw to defend themselves. Upon a failure, they become enraged, adding a +3 bonus to their attacks, but taking away their ability to choose their targets and subtracting 1 from their AC. You must take a long rest before you can use this feature again.
- Potential decrease in Intelligence/Wisdom?
At the 17th level, you gain the Mob Violence feature. Using your mastery of speechcraft, you compel a mob of 5d10 creatures to attack a single target. The Mob is directly under your control for as long as it exists, and is controlled as a bonus action (i.e., you get your turn and then The Mob's turn). The Mob has a collective AC of 12 plus your Dexterity modifier and an HP equal to 2.5 times the total number of people in it, rounded down. As The Mob is damaged, its members will slowly disperse, affecting the amount of damage it does. The Mob can take the following actions:
- Pummel: Beats the target with their own fists. Does an amount of bludgeoning damage equaling 2d4 times the number of people in The Mob.
- Torches and Pitchforks: Does 1d4 fire damage and 1d4 piercing damage per person in the mob.
- Power of the People: Attempts to intimidate the target by shouting their insults at them en masse. Target must pass a Wisdom saving throw of DC 16 or become Afraid.
- Rallying Cry: Chant a motto to try to reel people back in after they left The Mob. Convinces 3d4 people to rejoin, effectively healing 2.5(3d4), rounded down.
5d10, or a maximum 50 people is insane! Dial it down to maybe 2d10.
Perhaps you were scorned once and seek vengeance, or perhaps it’s out of sheer misanthropy, but you have decided that you insult people because you want them to hate themselves.
At the 3rd level, you gain the Berate feature. You pinpoint your enemy's emotionally vulnerabilities and insecurities and mock them for it. Target one creature and force them to make a Charisma Saving throw of a DC equal to your spell save DC. If they fail, they take 3d4 psychic damage and have disadvantage against their next attack, and disadvantage on any attacks they make against you for the next 10 minutes. You must take a long rest before you can use this ability again.
Cat Got Your Tongue?
At the 6th level, you can use your charismatic ways to find one of your target weakness and stun them with your knowledge and your cruelty. If your target fails a Charisma saving throw of a DC equal to your spellcasting modifier, they take 2d6 damage and are Stunned until they can pass their Charisma saving throw. If they succeed against your roll they take half damage and are not stunned. At the 9th level you can now affect an entire group of people you are fighting within a 15ft circle centered around you and now deal 4d6 psychic damage if they fail the roll. You must take a long rest before you can use this ability again.
At the 13th level, you beat your enemy down to the point where they are willing to hurt themselves. They take 5d12 psychic damage and are Incapacitated for two minutes if they fail a Charisma saving throw. If they succeed, they take half the damage and are not Incapacitated nor do they harm themselves. You must take a long rest before you can use this ability again.
At the 17th level you gain the Total Degradation feature. You can psychologically dismantle your foes piece by piece, leaving them a hollow shell of their former selves. Choose one target and force them to make a Wisdom saving throw of a DC equal to your spell save DC. If they fail, they take 10d6 psychic damage. They also lose their will to live and will refuse to fight back against any attacks, and become Incapacitated for 1D4 + 1 minutes. During this period, all attacks against the target have advantage. You must complete two long rests before you can use this feature again.
Agitator Spell List
- Blade Ward
- Cause Unease
- Flash Powder
- Mage Hand
- Minor Inconvenience
- Pixie Storm
- Vicious Mockery
- Word of Radiance
- 1st Level
- Cause Fear
- Comprehend Languages
- Cure Wounds
- Detect Magic
- Dissonant Whispers
- Fighting Words
- Fog Cloud
- Hellish Rebuke
- Lesser Confusion
- Speak with Animals
- Tasha’s Hideous Laughter
- Wrathful Smite
- 2nd Level
- Ashkin’s Spazzledazzle
- Chords of Dissonance
- Crown of Madness
- Detect Thoughts
- Hold Person
- Mind Spike
- Sound Burst
- 3rd Level
- Bestow Curse
- Chorus of Destruction
- Crushing Despair
- Magic Circle
- Remove Curse
- Stinking Cloud
- Thunder Step
- 4th Level
- 5th Level
- Baleful Polymorph
- Dominate Person
- Greater Restoration
- Hold Monster
- Mass Cure Wounds
- Soul Tap
- 6th Level
- Magic Jar
- Mass Suggestion
- Mind Kill
- 7th Level
- 8th Level
- Dominate Monster
- Healing Rain
- Power Word Stun
- 9th Level
- Power Word Heal
- Power Word Kill
Prerequisites. To qualify for multiclassing into the agitator class, you must meet these prerequisites: 14 Charisma, 13 Constitution
Proficiencies. When you multiclass into the agitator class, you gain the following proficiencies: Intimidation, Persuasion, Charisma saving throws