Loudmouth (5e Class)
Loudmouth[edit]
A boastful old male human in peasant's clothes at a tavern starts to speak offensively, half-drunk with a mug of ale in hand. A few strong men approach the annoying human and tell him to stop. The man laughs, says something smart, and all the strongmen go for a swing. The man grins and dodges the hit, as all the strongmen hit each other. Laughing, he runs in half-drunken steps.
The elf, in leather armor and a cold, steel dagger on his hip, negotiating with a trader but the trader becomes stubborn and soon, the elf overwhelms the trader with half-ass insults and the trader overwhelmed, hasty and unthinkably trades the item he wanted or half the price. The elf smirks dropping the coin onto the table and taking his item.
Offensive and Tackless Gainers[edit]
Loudmouths are well, loudmouths. People who talk too much, usually offensive and are rather lacking in skill, being seen as tackless. But their louse month can be used as a weapon of confusion, Idiocracy, aggression, stupor, and a verbal form of prowess. Loudmonths imbue their endless talkings into power upon other creatures and use it against them to your or others benefit. Grinning as they intently or unintentionally mouth off, annoying others and using this annoyance to their gain.
Creating a Loudmouth[edit]
When creating a Loudmouth, how did your character become one: Did you naturally get it due to your annoying personality? Were you tired of being such a smooth talker? Or did you feel as if you had to be one after a major event in your life? These questions can be asked to see why you are like this. Discuss with your DM about the routes your character took to be like this.
- Quick Build
You can make a Loudmouth quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the entertainer background.
Class Features
As a Loudmouth you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Loudmouth level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Loudmouth level after 1st
- Proficiencies
Armor: Light armor
Weapons: Simiple weapons, Improvised weapons
Tools: Any Gaming Set of your Choice, Brewery Supplies
Saving Throws: Charisma, dexterity
Skills: Choose three of the following: Intimidation, athletics, acrobatics, insight, persuasion, investigation, deception
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A pair of Short Swords or (b) A pair of Daggers
- (a) A Sling with 20 anuminition or (b) A Shortbow with 20 ammunition
- (a) Any Gaming Set or (b) Brewery Supplies
- Leather armor
- If you are using starting wealth, you have 5d4 x 10 gp in funds.
Level | Proficiency Bonus |
Features | Mouthing Off Points |
---|---|---|---|
1st | +2 | <!-Class Feature1-> | - |
2nd | +2 | <!-Class Feature2-> | 1 |
3rd | +2 | <!-Class Feature3-> | 1 |
4th | +2 | Ability Score Improvement | 1 |
5th | +3 | — | 2 |
6th | +3 | — | 2 |
7th | +3 | — | 2 |
8th | +3 | Ability Score Improvement | 3 |
9th | +4 | — | 3 |
10th | +4 | — | 3 |
11th | +4 | — | 3 |
12th | +4 | Ability Score Improvement | 4 |
13th | +5 | — | 4 |
14th | +5 | — | 4 |
15th | +5 | — | 4 |
16th | +5 | Ability Score Improvement | 5 |
17th | +6 | — | 5 |
18th | +6 | — | 5 |
19th | +6 | Ability Score Improvement | 5 |
20th | +6 | — | 5 |
When a saving throw needs to be made, the save is 8 + proficiency modifier + your Charisma modifier.
Boastful Annoyance[edit]
Starting at 1st level, you can catch the ears of a creature who finds the misfortune of hearing. As an action, you can taunt a creature within a 30 ft radius, that creature must make a Charisma saving throw or the creature is compelled to attack you until the end of your next turn. Any other attacks the creature makes to anyone but you are made at disadvantage and attacks made against the annoyed creature are made at advantage. A creature is immune to this class feature if it cannot hear.
Offensive Talker[edit]
Also starting at 1st level, you gain proficiency in intimidation and deception. If you are already proficient in one or both, you can add double your proficiency. Additionally, your words cut like steel, you gain the Vicious Mockery cantrip.
Misguided Arrogance[edit]
At 2nd level, becoming so overwhelming talkative that it somehow makes a creature mindlessly listen to you. As an action, you can say a couple overwhelming sentences to a humanoid in a 30 ft radius. this creature must make a Charisma saving throw or the creature becomes charmed by you for one minute. You can use this as many times equal to your proficiency bonus.
Mouthing Off[edit]
Also at 2nd level, you know who to really get under someone's skin. You gain a number of "Mouthing Off" points stated above, on the class table. These points get added to any Charisma based checks unless stated otherwise and can be expended for the following below and for some class features but a number of points will be taken off of the points with the more you use (Ex: you are a level 20 loudmouth with 5 points, you can expend a point to provoke a fight but the next charisma check you make with be added with a 4, not a 5).
- Provoke Miss As a reaction, you can expend a mouthing off point to provoke a creature to miss an attack on a creature that you can see in a 15 ft radius. The targeted creature must make a Charisma saving throw or then must roll at disadvantage, potentially causing a miss.
- Provoke Movement As a reaction, you can expend a mouthing off point to provoke a creature. You may target a creature that you can see in a 15 ft radius. The targeted creature must make a Charisma saving throw or that creature must use all their movement speed to move towards or from you. The creature must use the safest route possible that it can take and if they still have remaining movement speed, the creature uses it all, skittish moving.
- Provoke Help As an action, you can overwhelm a creature to help them regardless of if they wish to or not. This creature must be within a 30 ft radius of you, and you must see them. The targeted creature must make a Charisma saving throw or the creature wastes their action to give you advantage on one check, saving throw, or attack roll you make until the end of your next turn.
Mouthy Archetype[edit]
At 3rd level, you chose an archetype. Choose between Mouthy Annoyance, Mouthy Offense, or Mouthy Magica, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 10th, 15th, 18th levels.
Ability Score Improvement[edit]
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your 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.
Extra Attack[edit]
At 5th level, when you take the Attack action, you can make an additional attack as part of the same action.
Belittling[edit]
Also at 5th level, As an action, you can belittle a creature that you can see within a 45 ft range. This creature must make a Charisma saving throw or the creature becomes belittled. Having self doubt in its ability to do something. The creature gain disadvantage in all rolls it makes for 3 turns. You can use this feature equal to your Charisma modifier.
Mindless Speaking[edit]
At 6th level, you start to randomly blurt out words to annoy the people around you.
Mouthy Annoyance[edit]
Loudmouths who follow this Subclass like to be rather annoying and use that to their gain.
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Mouthy Offense[edit]
Loudmouths who follow this subclass like to say rather offensive things to others for their gain.
- Offensive Gain
Starting at 3rd level, you can say offensive things to get the offended creature to make irrational decisions. As an action, you insult a creature within a 30 ft range. The selected creature must make a Charisma saving throw or the creature will use all of its movement speed to get to you and if it can attack you, the creature irrationally attacks you. Until the end of the targeted creature's next turn, the creature gains disadvantage on the attack roll and their defense not being on point, loses 2 from its AC.
- Mind Reader
Also at 3rd level, you have learned to read the minds of others to really get under their skin. You gain proficiency in insight check. If you are already proficient, you gain expertise with insight. Additionally you can cast Detect Thoughts no components required and can use it equal to your Charisma modifier.
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At 7th level,
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At 10th level,
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At 15th level,
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At 18th level,
Mouthy Magica[edit]
Loudmouths who follow this subclass combine magic within their words and use that to their gain.
- Spellcasting
Starting at 3rd level, you have learned to imbue your words with magic. Granting you spellcasting and all spells that you gain must be from the bard spell list. Your spell casting modifier is Charisma and the breakdown is below:
- Cantrips You learn two cantrips from the bard's spell list. You gain a additional cantrip at 11th level.
- Prepared Spells and Spell Slots At 3rd level, you gain a number of prepared spells in the table below. You can switch you spells on a long rest. Additionally, you gain spell slots at given character levels on the 2nd table, below:
Loudmouth Level | Amount of Prepared Spells |
---|---|
3rd | 3 |
4th-6th | 4 |
7th | 5 |
8th-9th | 6 |
10th | 7 |
11th-12th | 8 |
13th | 9 |
14th-15th | 10 |
16th-18th | 11 |
19th | 12 |
20th and Higher | 13 |
Loudmouth Level | Spell Slot |
---|---|
3rd | You gain 2 1st level spell slots |
4th-6th | You gain 3 1st level spell slots |
7th-9th | You gain 4 1st level spell slots and 2 2nd level spell slots |
10th-12th | You gain 4 1st level spell slots and 3 2nd level spell slots |
13th-15th | You gain 4 1st level spell slots, 3 2nd level spell slots, and 2 3rd level spell slots |
16th-18th | You gain 4 1st level spell slots, 3 2nd level spell slots, and 3 3rd level spell slots |
19th and Higher | You gain 4 1st level spell slots, 3 2nd level spell slots, 3 3rd level spell slots, and 1 4th level spell slot. |
- Sealed Weapon
Also at 3rd level, you can imbue your words, magically onto a weapon of your choice. You can act upon a ritual that lasts for an hour with your selected weapon, when you do so, you gain proficiency in the weapon and you can use your bonus action to recall your weapon as long as the weapon is not further than 60 ft. If you lose your weapon you can do the ritual once more to recall it or pick a new weapon. Additionally, you can imbue up to a maximum of 2 weapons. You gain the following benefits while your weapon is sealed:
- You deal an additional 1d8 psychic damage.
- Once per long rest, as an action, you can throw your weapon with a 30 ft range, when doing so, you cast Silence.
- Foily
At 7th level you can intertwine your magic within another's to possibly interrupt the casting. As a reaction to a creature casting a spell or cantrip that is 30 ft of you. The targeted creature must make a Charisma saving throw or the target's spell is interrupted and cannot be used, expending the spell and wasting the action it used to cast it. Cantrips automatically fail the save. You can use this feature equal to your proficiency bonus.
- Mouthing Off Caster
At 10th level, you have mastered the art of Mouthing off and casting a spell. When you expend a mouthing off point, you can use your bonus action to cast a spell of 1st level or higher.
- Casting Intensity
At 15th level, your casting, imbued via your words has grown to an intensity that can affect more creatures. You can now target an additional target when casting spells as long as the spell targets only one creature.
- Mouthy Creation
At 18th level, you have learned to imbue your magic with such intensity it creates a spell. As a bonus action, you can expend a mouthing off point to create a 5th spell or use two mouthing off points to create a 6th level spell. You can hold on to the spell until your next long rest.
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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