College of Envoys (5e Subclass)

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College of Envoys[edit]

Bard Subclass

The college of envoys train bards to become skilled diplomats, masters of negotiation and politics. Armed with understanding over matters of state, and adept at recognizing the importance of making compromises in order to defuse tough situations, the envoy is the representative of a realm, institution or organization in foreign lands, task with the duty of finding peace and union in fields typically rid with conflict. To accomplish their task, they often are gifted with great rhetoric, lots of patience and official credentials, that grant them the ability to wander unharmed in dangerous locations. Some envoys are also employed as spies, infiltrated in the enemy territory to gather secretive information, relying on their charm and appearance of harmlessness.

Consular Credentials

Starting at 3rd level, if you are arrested for a crime, you can make a Charisma (Persuasion) check, contested by the legal authority Wisdom (Insight) to invoke your consular credentials and not suffer the usual legal penalty or punishment. Depending on the severity, or lack thereof, of the crime, the DM can impose advantage or disadvantage to the check.

Peace Negotiations

At 3rd level, you gain the ability to diffuse violent situations. Whenever you make a Charisma check to calm violent emotions or to counsel peace, you have advantage on the roll. You must make this entreaty in good faith; it doesn’t apply if proficiency in the Deception or Intimidation skill applies to your check.

You also gain proficiency in the Performance or Persuasion skill (choose one).

Require Access

At 6th level, you can use your reputation as an envoy to gain clearance and access to restrict information. As an action, you can spend 1 bardic inspiration die to force a creature to make a Charisma saving throw. On a failed save, the creature is unable to speak a deliberate lie to you, and all Charisma checks you make towards that creature have advantage for 10 minutes. You know if the creature failed or succeeded the save.

Diplomatic Immunity

Starting at 14th level, your enemies instinctively know that is not advisable to harm an envoy, due to the risk of an international incident. At the end of a long rest, you gain the effect of a sanctuary spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Charisma modifier + your proficiency bonus.

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