Troubadour
Hit Points
Hit Dice: d8 per Troubadour level
Hit Points at first Level: 18 + Con Modifier
Hit Points at Higher Levels: 1d8 (or 4) + Con Modifier
Proficiences
Armor: All
Weapons: Choose 2 from: Spearthrusting, Lancing, Swordplay, Axewielding, Hammerskill, Whipcracking, Archery, Marksmanship, Unarmed
Tools: Choose 2 from: Navigators Tools, Cartographers Tools, Tinkers Tools, Alchemists Tools, Scriveners Tools, Artesans Tools
Saving Throws: Dexterity, Charisma
Skills: Choose 4 from: Athletics, Acrobatics, Slight-of-hand, Arcana, History, Insight, Deception, Performance, Persuasion
Languages: Choose 4 from: Nordic, Anglish, Galian, Latinum, Iberan, Sviss, Gothic, Slaven, Rusken, Naquib, Ottowan
Overview & Creation
Dashing charmers, and artists the troubadour is the poet-adventurer, acting as diplomat for lords, the uplifting entertainer of the party or mischievous expedition leader to parts unknown. For the troubadour the thrill of the new and being at the heart of affairs is everything. The world is there to be explored, tales to be told and places to see, ladies (or men) to be courted.
Class Features
Lv.1 Troubladours Luck
Once per long rest, whenever you fail an ability check you may instead choose to treat the result of your die roll as a 20 instead, this is never treated as a critical success.
Lv.2 Jack of the Trades
The troubadour may add half their proficiency bonus (round down) to all skills they are not proficient in.
Lv.2 Escape Artist
The troubladour is a master of falling on their feet and escaping tricky scenarios. Once per turn the troubladour may use an action to gain one of the following benefits;
- Re-roll a failed check to escape a grapple or restraints
- Re-roll a failed check on an athletics or acrobatics check to escape/avoid a danger in pursuit
- Re-roll a failed check on a stealth check to hide from a seeker actively searching for your character
- Add your proficency bonus to your Dodge DC until the beginning of your next turn
Lv.3 Inspirational
The troubadours antics and words are an inspiration to allies.
As an action, the troubladour may cajole, banter or inspire an ally giving them a d8 inspiration die to conduct an action specified by the troubadour. The ally must use this die before the end of the encounter or within the next 10mins whichever comes first. An ally may only hold one such inspiration die at any one time and must be able to hear or see the troubadour. The troubadour speak or mime to grant the inspiration.
Lv.3 Troubadour Archetype
You select a Troubadour archetype gaining its features at the approiate levels.
Lv.4 Social Confidence
The troubadour lives to be at the center of social gatherings and feels at ease when either in the limelight, or weaving amongst the crowd to canvass and win hearts and minds. Unless you would give a non-hostile NPC reason to distrust or dislike you, once per adventure you may increase an NPCs disposition to you or the party after spending a 1min ritual talking to them and beocming personable with them. This has the effect of making unfriendly NPCs indifferent, indifferent friendly, or friendly NPCs helpful.
In addition your character gains a relianble talent in one of the following skills, where you can treat a d20 roll of 9 or lower as a 10:
- Persuastion
- intimidation
- Deception
- Insight
- Performance
- Slight-of-hand
Lv.6 Evasive
The troubadour is skilled in avoiding damage.
Once per round the troubladour may use their reaction to avoid damage from a single source by diving away 10ft and falling prone. When they do so they gain the benefits of being prone against the source of damage and if they were targeted specifically by an attack, the attack automatically misses. The troubadour may not use this ability until after their next short or long rest.
Lv.9 Company Face
When the troubadour attempts a charisma based skill check on behalf or in the name of the party or group of allies, they may do so with advantage, so long as at least half of the group of allies have given their consent to have the troubladour represent them during this encounter or on this specific matter. The troubladour must have consulted and sought the consent of their allies before attempting the check to gain this advantage.