Face
Hit Points
Hit Dice: d8 per Face level
Hit Points at first Level: 8 + Your Constitution Modifier
Hit Points at Higher Levels: 1d8 + Your Constitution Modifier
Proficiences
Armor: Armor: Light armor
Weapons: Weapons: All simple weapons and one-handed small arms
Tools: Tools: Disguise kit, all ground vehicles and aircraft
Saving Throws: Saving Throws: Intelligence, Wisdom, Charisma
Skills: Skills: Perception, Insight, and four skills from Computer Use, Engineering, History, Intimidation, Investigation, Performance, Persuasion, Sciences, and
Stealth
Overview & Creation
FACE
You are all talk. Thankfully, your strengths depend on
that. Some call you empathic while others claim you
just have good instincts. You may have cut your teeth
as a psychologist or a confidence artist. You can spot a
liar by their puckering lips and lazy eyes. You sense the
heat of attraction and the searing loathing of those obsessed with violence. Your words have been known to
disarm, sooth, or enrage. When shooting is not the solution, you’re the only that can save the situation. You’re
the smooth talker, the negotiator, and the haggler.
When a gun is pointed at your head or when dangling
off a cliff, your first response is “can’t we discuss this?”
PLAYING A FACE
You’re at your best when bullets are not flying. Though
you are not as skilled in ways of warfare, this doesn’t
mean you sit back when combat starts. Certain abilities
allow you to literally “psych out” enemies by imitating
commands over the radio, causing diversions, and imposing your presence to cause hesitation. You have
even been known to negotiate the release of prisoners
and convince an enemy to run instead of fight. However, these abilities are limited in their effectiveness.
Class Features
BULLETPROOF EGO
Starting at 1st level, as long as you wear light or no armor, you gain a bonus to AC equal to half your proficiency bonus (rounded down).
DOUBLE YOUR EFFORTS
You are not a fighter. You’re a… well… everything
that’s not a fighter. Starting at 1st level, you can make a
DC15 Wisdom (Perception) check as a bonus action; if
you pass, you can take an additional action on top of
your regular action. You cannot use the Attack action
with this extra action.
LIFE INSURANCE
You’re not expecting to be in a fight, so best to use your
resources in a more constructive fashion. Starting at 1st
level, instead of using your Hit Dice to recover hit
points during a short rest, you can expend them to gain
an edge when required. Spend a Hit Die on your turn,
and you gain the following benefits:
- You automatically pass the Double Your Efforts skill check in order to gain the additional action.
- You have advantage on all attack rolls, ability checks, and skill checks until the beginning of your next turn.
- Any Charisma saving throws you force a target to make before the end of your next turn gains a +5 bonus to the DC.
WAY OF PROTAGONIST
You know, deep in your heart, you’re a hero, regardless
if you’re actually a sociopath. Starting at 1st level, you
begin developing skills enabling you to manipulate people through force of while, a winning smile, and the
right sequence of words. You gain two Protagonist
Traits at 1st level, gaining an additional trait at 5th, 9th,
14th, and 17th level.
Several traits require the use of a Charisma saving
throw. The DC to resist your…well…behavior is 8 +
your Charisma modifier + your proficiency bonus.
Way of Protagonist actions are not Attack actions, and as such can be used with the additional action with Double Your Efforts.
Biting Taunt
You are able to scream an obscenity that is shockingly
personal and vile to your opponent. As an action, you
can target an enemy that can hear and understand you.
It makes a Charisma saving throw. If the target fails, it
has disadvantage on attack rolls and ability checks until
the beginning of your next turn. A target that succeeds
on the DC has advantage on additional saving throws
against this effect until you finish a long rest.
Cognitive Empathy
The truth is written in their faces. Through interpreting
microexpressions, body language, and other aspects of
applied psychology, you are able read the thoughts of
certain individuals. As an action, you can focus your
mind on any one creature that you can see within 30 feet
of you and that has an Intelligence of 4 or higher. It
makes a Charisma saving throw.
If it fails, you learn the surface thoughts of the creature—what it is most likely to do in the immediate future and what could possibly be on its mind. You also
gain insight into its reasoning (if any) and/or its emotional state. This effect last until the end of your next
turn or until you break line of sight.
Faceman
It’s all about the personality. Select one Intelligence,
Wisdom, or Charisma skill or one item proficiency. As
an action, double your proficiency bonus with the next
check made with that skill or item. You can select faceman a second time and select another skill or item.
Fascination
You are, in fact, the most interesting person in the
world…at least to your target. As an action, you can
attempt to charm a target. It must be able to hear and
understand you. It makes a Charisma saving throw. If
it fails, the creature is not only charmed by you but by
all your allies the target can see. The charmed effect
ends if the target suffers damage or five minutes have
passed. When you use this feature, you cannot use it
again until you finish a long rest. If the target makes
the saving throw, you recover the use of fascination but
cannot use it against the same target until you finish a
long rest. You can select fascination a second time and
gain a second use before finishing a long rest.
Iceman
If you suffer a critical hit, you regain 1 lost Hit Die.
Know the Signs
You have advantage against any Charisma and Wisdom
saving throws.
Mind Twist
More so than insulting a target, you say something so
bizarre (or perhaps amazingly insightful), the target is
force to take time to think it over. As an action, you can
target an enemy that can hear and understand you. It
makes a Charisma saving throw. If the target fails, it is
stunned until the beginning of your next turn. When
you use this feature, you cannot use it again until you
finish a long rest. If the target makes the saving throw,
you recover the use of mind twist but cannot use it
against the same target until you finish a long rest. You
can select mind twist a second time and gain a second
use before finishing a long rest.
Poker Face
You are immune to being frightened or charmed. Additionally, all allies that can see you have advantage
against being frightened or charmed as well.
Polyglot
You learn three additional languages. You also gain one
additional language every three levels from now on.
Possible Sociopath
You have resistance to psychic damage, as well as having
advantage on saving throws against any effect that would
sense your emotions or read your thoughts.
Veneer
A disguise kit is only the beginning;
outside of clothing and make-up, you
can now alter your voice and mannerisms. You can also mimic specific people. If attempting a generic person,
the disguise is near flawless (you have
advantage on the disguise kit). Regardless if you are mimicking a specific or
generic person, if your ability check to
create a visual disguise is less than your
Charisma saving throw DC, you can
use that instead.
Winning Smile
Before making a skill check for a skill
you are proficient with, you can instead
set your roll to your ability score.
When you use winning smile, you cannot use it again until you finish a long
rest. You can select winning smile a
second time and gain a second use before finishing a long rest.
HUSTLE POOL
You are a born talker and love to debate, regardless if its versus friends,
enemies, or entities. Starting at 2nd
level, you can alter the natural result of
any d20 roll you make. You gain a pool equal to double
your Charisma modifier, and can pull from said pool to
alter the result of a d20 roll you just made. Your hustle
pool refills after you finish a long rest.
ARCHETYPE
At 3rd level, you choose an archetype from the archetype
chapter. The archetype you choose grants you features
at 3rd level and again at 7th, 11th, 15th, and 18th level.
Additionally, you can forego your archetype selection at 3rd level and gain an additional Way of Protagonist trait at each of the above levels.
ABILITY SCORE IMPROVEMENT
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.
MAKE THEM FLINCH
Starting at 13th level, you can force a creature that made
a Charisma saving throw you imposed to re-roll. When
you use this feature, you cannot use it again until you
finish a long rest. If the target still succeeds on the saving throw, you recover the use of make them flinch but
cannot use it against the same target until you finish a
long rest.
AUTOMATIC IMPROVISATION
You are really good at giving the illusion that you know
what you are doing. At 6th level, you can spend a Hit
Die as a bonus action to gain proficiency with a tool for
one minute (including musical instruments). At 20th
level, this improves, and you have proficiency with all
tools.
Starting Equipment
EQUIPMENT
You start with the following equipment in addition to
the equipment granted by your background:
- a one-handed small arm costing $300 or less
- a set of light armor $300 or less
- a ground vehicle with a value of $30,000 or less
- a disguise kit
- $200 in additional gear.