Haranguer of the Crowds (5e Class)

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Playtesting Necessary: This class is *extremely* experimental, and I unfortunately cannot guarantee that this class is "balanced" at the moment. If you feel that one or more of the features present in this class need to be adjusted and/or removed/replaced, please leave an info box regarding your suggested change. This class has been a large undertaking and I would like to keep changes to it manageable.

"A gladiator raises his sword above his defeated opponent, the crowd holding its breath in anticipation of the finishing blow. But instead of striking down, he suddenly pivots towards the crowd and delivers a passionate oration. "Do you truly want blood, or are you seeking the real fight—the fight that resides in the heart of every man?" The crowd roars back, thumbs turning upward. The gladiator spares his opponent, but in that moment, he has won something far more valuable: the unwavering adoration of the crowd."

"A passionate speaker stands on an improvised platform, her eyes burning with fervor. She addresses a crowd of oppressed citizens gathered in a shaded square. 'For too long, we have been silenced, but tonight, we are the voice that can no longer be ignored!' Her words fan the embers of discontent into a roaring fire. She is not inciting violence but rather a collective awakening. People who once felt powerless suddenly find a wellspring of courage. As she steps off the platform, whispers spread like wildfire, each whisper being a promise of change, a commitment to a new dawn. The ruling authority may label her a troublemaker, but to the people, she is their unwavering champion — galvanizing them to be the architects of their own fate."

"In a bustling tavern filled with noisy patrons, a histrion weaves through the crowd, a cryptic smile on his face. His boots creak against the floor, yet his stride is nimble. 'Tell me, Gunnar, your beer tastes funny, doesn't it? You should ask Olaf why he was grinning when he poured it,' he murmurs as he passes the bar. He then heads towards a table of mercenaries. 'Ah, the valiant Thorkil! When will you admit that it wasn't an ogre you killed, but just an overgrown goblin?' His smile widens and Thorkil's cheeks flush with anger. 'Don't forget to laugh, life's too short!' he proclaims, nimbly sidestepping a stool thrown his way. He split the air with his lute, shattered a bottle thrown in his direction and sent the shards towards a young woman who thought she could remain uninvolved. 'Com'on, the party's not complete until everyone joins in!' Amid the tumult he's spun, the histrion slips and slides like an eel, using the brawlers as human shields and tossing shattered objects as if it were a sport. The tavern becomes his chessboard, and each patron, a pawn in his chaotic game."


1280px-Jean-Leon_Gerome_Pollice_Verso.jpg
Pollice Verso, 1872 by Jean-Léon Gérôme [1]


Haranguer of the crowds[edit]

A master of social dynamics and collective emotion, the Haranguer of the Crowds thrives amidst throngs of people, be it in a bustling marketplace, a rowdy tavern, or a fervent political rally. Drawing upon the energy of the masses, they weave their words and deeds into a potent magic that sways the will of friend and foe alike. Whether goading an audience into a frenzied dance, inflaming the spirits of a protest, or galvanizing the resolve of a beleaguered army, the Haranguer understands that true power lies not just in muscle or magic, but in the hearts and minds of the crowd. And in that understanding, they find their purpose, their stage, and their indomitable strength.

Popular champion[edit]

Humming an enchanting melody in a crowded tavern, a mysterious troubadour notices the conversations gradually quiet down. Within moments, he weaves a subtle spell, using rhythm and lyrics to plunge the entire room into a state of harmonic trance. Each spectator becomes a note in a complex symphony he directs.

During a protest in a grand square, a speaker with undeniable charisma climbs onto a barrel and captures the attention of the angry crowd. His words aren't merely syllables and sentences but vectors of subtle magic that inspire courage and conviction. As he speaks, the collective energy intertwines with his own strength, each shared emotion amplifying his magic.

Behind the scenes of an arena, a fighter prepares to step into the spotlight. Unlike other warriors, he arms himself not just with a sword or a shield but also with the raw emotion of the crowd eagerly waiting. When he makes his entrance, every cheer and shout become sparks of magic he channels into his combat, each gesture and war cry fueled by the crowd's fervor.

Magic and Emotions[edit]

In the world of the Haranguer of the Crowds, emotions are not merely mental states but manifestations of pure energy that can be tapped into and shaped. They believe that every shared emotion, every crowd reaction is an echo of the primal forces that shaped the world. With this belief, they attempt to harmonize these echoes through their own magic.

Versatility and Influence[edit]

The Haranguer of the Crowds is a master in the art of influence. At times, they may choose to stand back, using their magic to amplify the emotions and abilities of their allies. At other times, they may decide to take center stage, their charisma and magic serving to destabilize their adversaries. But whatever role they decide to take on, they do it with a mastery of the emotional energy that surrounds each individual and each situation.

The Street Scholar[edit]

Unlike mages who study in ivory towers or warriors trained in military academies, the Haranguer of the Crowds derives their knowledge from field experience. It's the voices of bustling markets, the echoes of noisy taverns, and the cries of arenas that are their teachers. They know that every crowd is an open book, a mystery to be solved, and a source of energy to be channeled. And it is in these places that the Haranguer of the Crowds truly becomes a hero, a mirror reflecting the aspirations and fears of those who listen and watch.

Creating a Haranguer of the crowds[edit]

As a Haranguer of the Crowds, you are a master of tapping into collective sentiments, shaping the atmosphere, and steering public opinion, all with your charisma and oratory skills. Whether you're rallying a political movement, captivating a bloodthirsty audience in an arena, or stirring up fervor in a rowdy tavern, your ability to engage and influence is your most potent weapon. Your role varies depending on the kind of crowd you seek to influence, but the core skills remain the same: a captivating presence, a way with words, and a pulse on the crowd's collective mood.

Backstory Suggestions[edit]

The Voice of Many
Have you always felt an innate ability to understand group dynamics and collective psychology? Where did you hone these skills? Was it on the political stage, the fighting pits, or the bustling environment of social halls?
Sudden Realization
Was there a pivotal moment in your life when you realized the power of words and the collective spirit? Did a significant event push you to become the haranguer you are today?
Catalyst of Emotions
Have you always had a knack for stirring people's deepest emotions? Did you learn to harness this ability for a greater cause, or perhaps for your own ends?

Quick Build[edit]

To build a Haranguer of the Crowds character, start with Charisma as your highest ability score, followed by Constitution and Strength. Your ability to captivate and control is key, but you'll also need the physical stamina to withstand whatever reaction you incite and the strength to hold your ground or perform stunts as needed. Wisdom can also be considered, especially if you wish to focus more on understanding the psychology and dynamics of the crowds you manipulate.

For your race, classes that enhance Charisma and Strength, like Half-Elf or Dragonborn, are good options. Versatile races like Humans also work well.

For your background, consider options like Entertainer for the performer, Noble for the rebellious aristocrat, or even Sailor for someone who has led crews and captivated tavern crowds across the lands.

Finally, when choosing spells and abilities, focus on those that allow you to buff and debuff. Consider spells like Heroism to bolster your allies, Vicious Mockery or Tasha's Hideous Laughter for debuffing enemies, Charm Person for one-on-one manipulation, and Faerie Fire or Thunderwave for affecting multiple opponents. Given your role as a master of crowds, abilities that enhance your positioning and mobility can be especially valuable.

With these quick build tips, you can create a Haranguer of the Crowds capable of wielding influence in a variety of settings and situations.

Class Features

As a Haranguer of the crowds you gain the following class features.

Hit Points

Hit Dice: 1d8 per Haranguer of the crowds level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Haranguer of the crowds level after 1st

Proficiencies

Armor: Leather armor
Weapons: Shortsword, Pike, Simple weapons
Tools: One musical instrument or a speaking horn
Saving Throws: Charisma, Constitution
Skills: Pick 2 from History, Religion, Insight, Perception, Deception, Intimidation, Performance, Persuasion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a shortsword or (b) a pike or (c) any common weapon
  • (a) a diplomat's pack or (b) an artist's pack or (c) an explorer's pack and 30 GP
  • (a) a tambourine or (b) any other musical instrument
  • leather armor and a dagger
  • If you are using starting wealth, you have If you are using starting wealth, you have 4d4x10 in funds.

Table: The Haranguer of the crowds

Level Proficiency
Bonus
Features Cantrips Known Spells Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Crowd Rousing Dice(d4) 2 5 2
2nd +2 "Get out of the way!", Emotional Resonance 2 6 3
3rd +2 Crowd Rouser's Path, Mass Manipulation Expertise 2 7 4 2
4th +2 Ability Score Improvement 3 8 4 3
5th +3 Soapbox Preacher, Crowd Rousing Dice(d6) 3 9 4 3 2
6th +3 Countercharm, Crowd Rouser's Path Feature 3 10 4 3 3
7th +3 - 3 11 4 3 3 1
8th +3 Ability Score Improvement 3 12 4 3 3 2
9th +4 Dazzling Rhetoric 3 14 4 3 3 3 1
10th +4 Escalation of commitment, Mass Manipulation Expertise, Crowd Rousing Dice(d8) 4 15 4 3 3 3 2
11th +4 - 4 15 4 3 3 3 2 1
12th +4 Ability Score Improvement 4 16 4 3 3 3 2 1
13th +5 Chorus of Unity 4 17 4 3 3 3 2 1 1
14th +5 Crowd Rouser's Path Feature, Call for Disobedience 4 18 4 3 3 3 2 1 1
15th +5 Crowd Rousing Dice(d10) 4 19 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 4 19 4 3 3 3 2 1 1 1
17th +6 Inspirational mantra 4 20 4 3 3 3 2 1 1 1 1
18th +6 Chorus of Unity 4 22 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4 22 4 3 3 3 3 2 1 1 1
20th +6 Leader of the Ever-Eager Crowd 4 22 4 3 3 3 3 2 2 1 1

Spellcasting[edit]

As a Haranguer of the Crowds, you understand the profound magic woven into the collective psychology of the masses. Your spells serve as potent tools to galvanize the spirit, meld minds into a unified force, or awaken the primal instincts buried deep within crowds. Whether inciting a riot or calming a tumultuous assembly, your magical abilities are an extension of your knack for crowd manipulation.

Cantrips

At 1st level, you know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Haranguer of the Crowds table.

Spell Slots[edit]

The Haranguer of the Crowds table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell Heroism and have a 1st-level and a 2nd-level spell slot available, you can cast Heroism using either slot.

Spells Known of 1st level and Higher

You know three 1st-level spells of your choice from the bard spell list.

The Spells Known column of the Haranguer of the Crowds table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the Haranguer of the Crowds spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your Haranguer of the Crowds spells. Your magic derives from the force of personality you exude when you speak or perform. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Haranguer of the Crowds spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell Attack modifier = your proficiency bonus + your Charisma modifier

Ritual Casting[edit]

You can cast any Haranguer of the Crowds spell you know as a ritual if that spell has the ritual tag.

Spellcasting Focus[edit]

You can use a musical instrument (found in the "Equipment" section) or your emblematic trinket as a Spellcasting Focus for your Haranguer of the Crowds spells.


Crowd Rousing[edit]

Your ability to stir the masses through words or music is unparalleled. As a bonus action on your turn, you can select a number of creatures equal to 1 plus half your Charisma modifier rounded down (minimum of 1) other than yourself within 60 feet (18 meters) who can hear you. Each of these creatures gains a Crowd Rousing d4.

Within the next 10 minutes, a creature can roll this die once to add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can roll the Crowd Rousing die after it has rolled its d20 but must decide to do so before the DM declares whether the roll succeeds or fails. Once the Crowd Rousing die is rolled, it is lost. A creature can have only one Crowd Rousing die at a time.

You can use this feature a number of times equal to your Charisma modifier (minimum of 1), and you regain all expended uses when you finish a long rest.

Your Crowd Rousing die evolves as you gain levels in this class: it becomes a d6 at level 5, a d8 at level 10, and a d10 at level 15.

Starting at 9th level, your Crowd Rousing die can also debuff enemies, subtracting its roll from their next saving throw, attack roll, or ability check. This debuff lasts for 10 minutes or until used (see Dazzling Rhetoric section).

Class Features :[edit]

"Get out of the way!"[edit]

By level 2, you've mastered the art of navigating through dense crowds and surviving the chaos they often bring. You may add the result of your Crowd Rousing die to all your Athletics and Survival checks. Using your Crowd Rousing die in this manner does not expend a Crowd Rousing point.

Emotional Resonance[edit]

At 2nd level, when an ally within 60 feet of you has a Crowd Rousing die from you and casts a spell that affects multiple targets and either restores hit points, grants temporary hit points, or deals damage, that ally can expend the Crowd Rousing die to augment the spell's effect. They roll the Crowd Rousing die and add the number rolled to the dice rolled for the spell (hit points or damages). The spellcaster can choose how to distribute this bonus among the affected targets. Once used, the Crowd Rousing die is expended.

Mass Manipulation Expertise[edit]

Through countless hours engaging with throngs of people and keenly observing their behavior, you've developed an uncanny knack for reading the crowd. At the level 3, choose two skills from Insight, Perception, Deception, Intimidation, Performance, and Persuasion. You gain proficiency in these skills, your proficiency bonus is doubled if you are using a skill that you’re proficient in.

At level 10, you can choose two additional skills and use them in the same way.

Crowd Rouser's Path[edit]

At 3rd Level: You delve into the advanced techniques of a specific archetype within your unique class, focusing your crowd-rallying abilities into a particular style. Choose one of the following archetypes: Arena Fighter, Dissident, or Tavern Histrion. Details on each archetype are outlined at the end of this class section. Your choice grants you features at 3rd, 6th, and 14th levels.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you 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.

Soapbox Preacher[edit]

At level 5, you've learned how to tap into the energy of a crowd to revitalize your leadership skills and turn any gathering into a crowd-energizing meeting perched on your podium. If you perform in front of a group of people (at least 5 non-hostile people) for at least 10 minutes, you recover all your Crowd Rousing Dice, without needing to take a short or long rest. This performance can be a speech, a song, or any other form of expression that engages a crowd.

This ability can only be used once before you need to take a long rest.

Countercharm[edit]

Starting at 6th level, your rousing speeches or heart-stirring performances can become a bulwark against mind-controlling effects. As an action, you can launch into an impassioned oration or performance that lasts until the end of your next turn. During this period, your words resonate with such conviction that you and any friendly creatures within 30 feet of you gain advantage on saving throws against being frightened or charmed. To benefit from this feature, a creature must be able to hear you. The performance ends if you are incapacitated, silenced, or if you choose to end it willingly (no action required).

Dazzling Rhetoric[edit]

At 9th level, your crowd-rallying capabilities extend to swaying enemies as well. As a bonus action, you can expend a Crowd Rousing die to target a number of enemies equal to 1 plus half your Charisma modifier rounded down (minimum of 1) within 60 feet. Those enemies must subtract the result of your Crowd Rousing die from their next saving throw, attack roll, or ability check. This effect lasts for 10 minutes or until used.

Escalation of Commitment[edit]

Starting at 10th level, your calls to action have a cumulative impact. Once per short rest, when an ally uses a Crowd Rousing die, you can allow them to roll it twice and choose the better result.

Chorus of Unity[edit]

At level 13, your ability to rouse crowds manifests as magical harmony. When an ally casts a spell or uses an ability that targets a unique creatures, you may expend one Crowd Rousing use and your reaction to increase that number. The maximum number of creatures that the spell or ability can target is increased by half your Charisma modifier, rounded down (minimum of 1). You can use this feature only once per short rest.

Upgrade at Level 18: Starting at 18th level, this bonus is doubled and now equals your full Charisma modifier (minimum of 1).

Call for Disobedience[edit]

At 14th level, your rallying cries inspire defiance against oppressive forces. Once per long rest, as an action, you can shout a call for rebellion. For 10 minutes, you and your allies within 30 feet who can hear you gain advantage on saving throws against spells and abilities used by creatures with the "Lawful" alignment.

Inspirational Mantra[edit]

At level 17, your skill in galvanizing crowds reaches its peak. Once per long rest, you can utter an inspiring mantra without expending a Crowd Rousing die. This mantra lasts until your next long rest. Choose one skill (Athletics, Persuasion, etc.). All allies within 60 feet who can hear you gain advantage on rolls associated with that skill for as long as they remain within the 60-foot radius.

Leader of the Ever-Eager Crowd[edit]

At 20th level, your expertise in stirring the masses is so finely honed that you can rouse even the most listless of bystanders to action. When you roll for initiative and have no remaining uses of Crowd Rousing, you regain one expended use.

Crowd Rouser's Paths[edit]

Arena Fighter[edit]

In the path of the Crowd Rouser, Arena Fighters focus on the spectacle of battle. This specialty is designed to turn any skirmish into a grand event, riling the crowd while making each blow count. Below are the unique abilities afforded by this specialty:

Level 3 - Art of Showmanship[edit]

You gain proficiency in martial weapons, shields, medium and heavy armor. Additionally, if you’re proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your bard spells.

Fighting style

Also at the level 3, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

  • Defense: While you are wearing armor, you gain a +1 bonus to AC.
  • Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
  • Protection: When a creature you can see attacks a target other than you that is within 5 feet (1,5m) of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
  • Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Spotlight Stealer

Also at 3rd level, you've grown fond of the limelight—even if it burns. You gain the Spotlight Stealer feature. As a reaction, when an ally within 5 feet of you is targeted by a weapon or spell attack, you can expend one Crowd Rousing use. The attacking creature must make a Wisdom saving throw against your spell save DC. On a failed save, the creature redirects its attack to target you instead, and the attack roll has disadvantage. On a successful save, the creature may continue to target its original target. You can use this ability once per short or long rest.

Level 6 - Extra Attack[edit]

You can attack twice, instead of once, whenever you take the Attack action on your turn.

Level 14 - Deadly Ovation[edit]

Once per turn when you reduce an enemy to 0 hit points, you may use your bonus action and expend two Crowd Rousing points to activate this ability. Roll two Crowd Rousing dice and keep the higher result; you gain a bonus to damage on your next attack equal to twice the result of your higher Crowd Rousing die. This bonus must be used before the end of your next turn.

If your next attack reduces another enemy to 0 hit points, you may use another bonus action on that turn and expend an additional two Crowd Rousing points to extend this effect until the end of your following turn. Roll two new Crowd Rousing dice and again keep the higher result; your damage bonus is then multiplied by two again and escalates to four times the result of the new best Crowd Rousing die.

If you continue to reduce enemies to 0 hit points on the same or subsequent next turn while this effect is active, the damage multiplier doubles again (to x8, x16, and so on). If an attack benefiting from this bonus fails to reduce an enemy to 0 hit points, or if you do not use the bonus before the end of your next turn, the damage multiplier resets to twice the die's result upon its next activation.

Dissident[edit]

In the path of the Crowd Rouser, the specialty of the Dissident centers on inspiring allies, subverting enemies, and challenging the established norms. With a knack for manipulating crowd emotions, they become a force to be reckoned with. Below are the unique abilities afforded by this specialty:

Level 3 - Instigator[edit]

At 3rd level, when you or an ally makes use of a Crowd Rousing die, you can opt to trigger this feature to add an additional effect. As a reaction, and before the die is rolled for the specific ability being used, declare your intent to instigate. Then, after the roll, apply the effect corresponding to the result of the die. The die used for Instigator is the same as your current Crowd Rousing die, which increases in value as you gain levels in this class. This use of Instigator does not consume an additional Crowd Rousing die and can only be used once per short or long rest. Refer to the Instigator effects table below for details.


Instigator Effects Table
Level Range Die Value Effect
1-4 1 Stone's Throw: A stone is hurled from the crowd, dealing 1d4 bludgeoning damage to you.
1-4 2 Heckling: The crowd singles out a target. Choose an enemy within 30 feet. Any attack against that enemy deals an additional 1d4 psychic damage for 1 minute.
1-4 3 Barrier of the People: Inspired by your words, an invisible barrier of collective will surrounds you and your allies. You and all allies within 30 feet gain a +1 bonus to AC for 1 minute.
1-4 4 Terror of the Masses: Your voice thunders forth, instilling a deep-rooted fear in your enemies. Choose up to a number of creatures equal to 1 plus half your Charisma modifier rounded down (minimum of 1) within 60 feet of you. Those creatures must make a Wisdom saving throw against your spell save DC. On a failed save, a target is frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
5-9 5 Revolutionary Renewal: Your inspiring words rekindle the spirits and bodies of your allies. All allied creatures within 30 feet of you regain hit points equal to 1d4 + your Charisma modifier.
5-9 6 Storm of Outrage: The crowd's roar transforms into an electrifying force. Choose up to a number of creatures equal to 1 plus half your Charisma modifier rounded down (minimum of 1) within 60 feet of you. Those creatures must make a Dexterity saving throw against your spell save DC. On a failed save, a target takes 4d10 lightning damage. On a successful save, the target takes half damage.
10-14 7 Collective Zeal: Your impassioned speech reignites the magical energy of the crowd. All allied creatures within 60 feet regain their lowest expended spell slot.
10-14 8 Popular Bastion: Barricades form, creating up to a maximum of 5 cubes of difficult terrain, each with 5-foot sides, within a range of 120 feet. These areas are considered difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand. The barricades are flammable. Any 5-foot cube of improvised fence exposed to fire burns away in 3 rounds, dealing 2d4 fire damage to any creature that starts its turn in the fire.
15-20 9 Martyr’s Shared Second Wind: If you inspire the crowd with the notion of sacrifice, the first creature among you and your allies within 30 feet to fall unconscious (reduced to 0 HP) within the next minute is immediately brought back to life as if affected by the spell 'Revivify'.
15-20 10 Rallying Explosions: As your words reach a fever pitch, you create volatile zones of energy around selected enemies. Choose a number of creatures within 60 feet of you up to 1 plus half your Charisma modifier (rounded down, minimum of 1). Around each chosen creature, a 10-foot radius circle of explosive energy appears. At the end of your turn, these energy zones erupt. Each creature within the affected 10-foot radius circles must make a Dexterity saving throw against your spell save DC. On a failed save, the creature takes 6d6 fire damage and 6d6 bludgeoning damage; on a successful save, the creature takes half as much damage.
  1. All effects last until the end of your next turn unless otherwise specified.
  2. The die used for determining effects increases with level, starting with a d4, it becomes a d6 at level 5, a d8 at level 10, and a d10 at level 15, unlocking the new associated effects of the Instigator skill.

Level 6 - Esprit de Corps[edit]

At level 6, the fervor you instill in your allies allows them to shrug off debilitating effects. When an ally who is currently benefiting from your Crowd Rousing die is forced to make a saving throw against an effect that would deafen, stun, blind, paralyze, or silence them, they can choose to expend the Crowd Rousing die to automatically succeed on the saving throw, causing the adverse effect to fail.

Level 14 - Subversive Incantations[edit]

At 14th level, your gift for stirring emotions can even manipulate the very fabric of magic. Once per long rest, you can cast one of the following spells as an action, even if it is not on your Bard spell list: Phantasmal Killer, Dominate Person, Compelled Duel, Imprisonment, Mass Suggestion, or Confusion. Casting the spell in this way does not consume a spell slot. To cast the spell, you must expend one Crowd Rousing die. Add the result of the die to the saving throw DC for that specific casting of the spell. This is in addition to your standard spell save DC.

Tavern Histrion[edit]

In the path of the Crowd Rouser, Tavern Histrions thrive in the chaotic energy of social gatherings. Whether it's fishing for rumors, starting a brawl, or sneaking out without settling the tab, they are opportunists who use the crowd as their playground. Below are the unique abilities afforded by this specialty:

Level 3 - Master of Confined Urban Spaces[edit]

You thrive in confined urban environments like taverns and inns.

  • When you make an Charisma or Strength check related to your this terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.
  • You can't be caught off guard and remain alert to danger in these confined spaces.
  • Difficult terrain doesn't slow your movement, and you can stand up from being prone without using extra movement.
  • You can also estimate the number of creatures in a room without needing to see them and detect hidden creatures (but not invisible) within 60 feet.

Also, at level 3, you gain one of the following abilities of your choice:

  • Join the Fray: When you hit a creature that is at its maximum hit points with an improvised weapon attack or a thrown weapon attack from a distance of at least 10 feet, the creature must make a Wisdom saving throw against your spell save DC, by expending a Crowd Rousing die. On a failed save, the creature becomes disoriented and caught up in the chaos of the battle for 1 minute. While disoriented, the creature has disadvantage on attack rolls against you and must use its action before moving on each of its turns to make a melee attack against the closest creature other than itself (ally or ennemy). The target can act normally on its turn if no creature are within its reach, but the disadvantage against you remains. At the end of each of its turns, the target can make a Wisdom saving throw. If it succeeds on this saving throw, this spell doesn't restrict the target's movement and the disavantage does not apply. This effect also ends if you attack the affected creature again, cast a spell that targets it, or end your turn within 10 feet of it.
  • Explosive Entertainment: As an action, you can expend a Crowd Rousing die to concoct and throw a volatile cocktail. Choose a point within 60 feet (18 meters) that you can see. Each creature within a 10-foot (3 meters) radius of that point must make a Constitution saving throw against your spell save DC. On a failed save, a creature takes 2d6 fire damage and is blinded for 1 minute. On a successful save, the creature takes half as much damage and is not blinded. A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded. The fire may spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.
  • Liquid Courage: As a bonus action, you can expend one Crowd Rousing die to consume a beverage or potion. You gain temporary hit points equal to the roll of your Crowd Rousing dice. If you already have temporary hit points, you can choose to keep the ones you have or replace them with the new amount from this feature; they do not stack. These temporary hit points last until you take a long rest. Furthermore, the next time you make a Constitution saving throw before taking a long rest, you can add the roll of your Crowd Rousing dice to the saving throw. Bonuses obtained with Liquid Courage are not cumulative, meaning multiple uses of this feature do not allow the rolls of multiple Crowd Rousing dice to be added together for a subsequent Constitution check. If the beverage or potion has its own effects or benefits, those are resolved as normal.

Level 6 - Cheeky Stride[edit]

At level 6, your rowdy antics can translate into unexpected advantages in a fight. When you take the Attack action or cast an attack spell on your turn, your speed increases by 10 feets (3 meters) until the end of your turn and if the attack touches you may expend a Crowd Rousing use to apply one of the following effects (choose which effect you wish to apply before rolling the Crowd Rousing die):

  • Cacophonic Cover : You channel the uproar from your crowd to shield yourself. Roll a Crowd Rousing die and add the result to your Armor Class until the beginning of your next turn.
  • Showstopper Strike: Your attack not only strikes with force but also with a spectacular or unexpected flair that can leave foes off-balance. Roll a Crowd Rousing die. The attack deals an extra thunder damage to the target equal to the die result. The target must succeed on a Constitution saving throw (DC = 8 + your Charisma modifier + your proficiency bonus), or be knocked prone. On a successful save, the creature isn't knocked prone.
  • Chaos Crescendo : Your performances can whip the crowd into a chaotic frenzy that empowers your allies. Roll a Crowd Rousing die and choose a number of creatures you can see and who can see you within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one); each chosen creature gains temporary hit points equal to the result. When a creature gains these temporary hit points, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks.

Level 14 - Chaos is My Friend[edit]

At level 14, you gain one of the following abilities of your choice:

  • Stand Against the Tide: When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.
  • Uncanny Dodge: When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
  • Human Shield: While you are grappling a creature, attacks against you have disadvantage. Also, when an attacker you can see targets you, before the DM announces the outcome of the attack rolls, you can use your reaction to grapple a hostile creature within reach. Make an opposed Strength (Athletics) check against the target’s Strength (Athletics) or Dexterity (Acrobatics) check. If you succeed, the grappled creature becomes the new target of the attack. Use the new target’s statistics to determine if the attack hits. The grappled condition ends if the creature becomes incapacitated or if an effect moves it out of your reach. You must have at least one free hand to grapple a creature. Should the grapple fail, you remain the target of the incoming attack, and the attack roll proceeds as originally intended.

Additional Rules and Notes[edit]

Multiclassing Requirement[edit]

To multiclass into the Haranguer of the Crowds, a character must have a Charisma score of at least 13.

Magic Item Interaction[edit]

Magic items that enhance Charisma-based skills can improve the effectiveness of Haranguer abilities. For example, a "Circlet of Persuasion" could provide an advantage on Charisma checks used in your abilities.

Crowd Control Spells[edit]

Spells like "Calm Emotions" can complement the Haranguer's abilities. Use them strategically for heightened emotional manipulation.

Counterspell Synergy[edit]

Allies with access to "Counterspell" can make the Haranguer's emotional manipulations more effective by negating magical protections.

These guidelines are intended as a baseline and can be adjusted by the Dungeon Master for specific campaign settings or situations.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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