Negotiator (5e Class)
From D&D Wiki
- 1 Negotiator
- 1.1 Creating a Negotiator
- 1.2 Class Features
- 1.3 Spellcasting
- 1.4 Playing Field
- 1.5 Negotiator Spell List
"Ah yes, the negotiator." -General Grievous
Negotiators master the art of oratory. Their focus is on people and on the influence and secrets they have. Persuasion is regarded as a high art and a well-reasoned, well-spoken argument often proves more powerful than objective truth. They wield a blend of logic and wordplay, winning over skeptics and detractors with logical arguments, and plucking at heartstrings to appeal to the emotions of entire audiences. Words are their weapons as often as knives or poison, and secrets and favors are some of your favorite treasures.
Creating a Negotiator
- Quick Build
You can make a Negotiator quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Intelligence. Second, choose either the Charlatan or Courtier background.
As a Negotiator you gain the following class features.
- Hit Points
Weapons: Daggers, darts, rapiers, hand crossbow, poison
Tools: (a) Forgery or (b) Disguise kit, gaming set
Saving Throws: Charisma, Intelligence
Skills: Choose 4 from Deception, History, Insight, Investigation, Perception, Performance, Persuasion, Religion, Sleight of Hand
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a rapier or (b) two daggers
- (a) 20 darts or (b) a hand crossbow with 20 arrows
- (a) leather armor or (b) padded armor
- (a) diplomat's pack or (b) scholar's pack
|Features||Cantrips||—Spell Slots per Spell Level—|
|1st||+2||Silvery Tongue, Unsettling Words||2||2||—||—||—||—||—||—||—||—|
|4th||+2||Ability Score Improvement||3||4||3||—||—||—||—||—||—||—|
|7th||+3||Playing Field Feature||3||4||3||3||1||—||—||—||—||—|
|8th||+3||Ability Score Improvement||3||4||3||3||2||—||—||—||—||—|
|10th||+4||Ability Score Improvement||4||4||3||3||3||2||—||—||—||—|
|12th||+4||Ability Score Improvement||4||4||3||3||3||2||1||—||—||—|
|15th||+5||Playing Field Feature||4||4||3||3||3||2||1||1||1||—|
|16th||+5||Ability Score Improvement||4||4||3||3||3||2||1||1||1||—|
|19th||+6||Ability Score Improvement||4||4||3||3||3||3||2||1||1||1|
- Spell Slots
The Negotiator 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 Charm Person and have a 1st-level and a 2nd-level spell slot available, you can cast Charm Person using either slot.
You know two cantrips of your choice from the Negotiator spell list. You learn additional Negotiator cantrips of your choice at higher levels, as shown in the Cantrips column of the Negotiator table.
- Spells Known of 1st Level and Higher
You know four 1st-level spells of your choice from the Negotiator spell list.
The Spells Known column of the Negotiator table shows when you learn more Negotiator spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. 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 Negotiator spells you know and replace it with another spell from the Negotiator spell list, which also must be of a level for which you have spell slots.
- Spellcasting Ability
Charisma is your spellcasting ability for your Negotiator spells. 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 Negotiator 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
- Spellcasting Focus
Your words are your spellcasting focus for the Negotiator spells. As such, any spells that have any somatic requirements can be fulfilled with lip movements.
Starting at 1st level, you are a master at saying the right thing at the right time. When you make a Persuasion or Deception check, you can treat a d20 roll of 9 or lower as a 10. You also learn two languages of your choice.
Also at 1st level you can spin words laced with magic that unsettle a creature and cause it to doubt itself. As a bonus action, you can choose one creature you can see within 60 feet of you and roll a d6. The creature must subtract the number rolled from the next saving throw it makes before the start of your next turn. You can do this the number of times equal to your Charisma modifier and must take a long rest to replenish it.
The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
At 2nd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the target can see or hear you.
Ability Score Improvement
When you reach 4th level, and again at 8th, 10th, 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.
At 5th level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At 11th level, you can choose another two skill proficiencies to gain this benefit.
At 6th level, you have gained the ability to make your speech intelligible to any creature. As an action, choose one or more creatures within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). The chosen creatures can magically understand you, regardless of the language you speak, for 1 hour. Once you use this feature, you can't use it again until you finish a long rest, unless you expend a spell slot to use it again.
Starting at 9th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
- Intelligence score
- Wisdom score
- Charisma score
- Class levels (if any)
At the DM's option, you might also realize you know a piece of the creature's history or one of its personality traits, if it has any.
Beginning at 13th level, you can sometimes cause another creature to suffer an attack meant for you. When you are targeted by an attack while a creature within 5 feet of you is granting you cover against that attack, you can use your reaction to have the attack target that creature instead of you.
At 17th level, your thoughts can't be read by telepathy or other means, unless you allow it. You can present false thoughts by making a Deception check contested by the mind reader's Insight check.
Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful if you so choose, and you can't be compelled to tell the truth by magic.
At 3rd level, you chose a playing field that your character would operate in. Choose between a con artist or politician, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th and 15th.
Some use their negotiating abilities to cheat and trick others, persuading to believe their lies and profit.
- Master Thief
Starting at 3rd level, you double your proficiency for Stealth and Sleight of Hand.
- Theatrical Performance
At 7th level, you have advantage on Deception and Performance checks when trying to pass yourself off as a different person.
- Vocal Mimicry
At 15th level, you can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Insight check contested by your Deception check allows a listener to determine that the effect is faked.
The powers of negotiation are debatable best suited for the inner workings of government.
- Master Diplomat
Starting at 3rd level, you double your proficiency for Insight and Persuasion.
- Linguistic Genius
You learn three additional languages of your choice at 7th level.
At 15th level, you can ably create written ciphers. Others can't decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it.
Negotiator Spell List
You know all of the spells on the basic Negotiator spell list and additional spells based on your subclass.
- Blue Death
- Conjure Object
- Marvellous Letter
- Minor Inconvenience
- Minor Stasis
- Phantasmal Notebook
- 1st Level
- Alter Object
- Bestial Bloodlust
- Coin Bag
- Deep Pockets
- Existential Dread
- False Tracks
- Find Memory
- Mental Bindings
- 2nd Level
- Alter Size
- Alter Terrain
- Ancient Path
- Beast Mask
- Change Sex
- Circle of Privacy
- Implode Poison
- Coin Sending
- Sinister Surroundings
- Summon salesman
- 3rd Level
- Blow Mind
- Control Living Skeleton
- Crushing Despair
- Extended Stasis
- Instill Madness
- Intensify Emotions
- Lesser Zone of Euphemisms
- Lock of Guilt
- Fool's Speech
- Turn Tables
- 4th Level
- Amplify Emotions
- False Vision
- Fool's Gold
- Imbue Personality
- Instant Audience
- Lie Whisper
- Split Causality
- Steal Voice
- 5th Level
- Compel Suicide
- Decrepit Hands
- Imbue Harmlessness
- Power Word Sit
- Reverse Morality
- 6th Level
- 7th Level
- 8th Level
- 9th Level