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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.

 


Created by

RiftWolfen.

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