Envoy
Creating an Envoy
When you create your Envoy
Quick Build
You can make an Envoy quickly by following these suggestions: First, Charisma should be your highest ability score, followed by Dexterity.
The Envoy
Level | Proficiency Bonus | Features | Tricks Known | Gambits Known | Talent Points | Performance Threshold |
---|---|---|---|---|---|---|
1st | +2 | Pulling Gambits, Inspiration (d6) | 2 | 4 | 4 | 2 |
2nd | +2 | Jack of All Trades, First Aid (d6) | 2 | 5 | 6 | 2 |
3rd | +2 | Envoy Archetype, Expertise | 2 | 6 | 14 | 3 |
4th | +2 | Ability Score Improvement | 3 | 7 | 17 | 3 |
5th | +3 | Inspiration (d8), Font of Inspiration | 3 | 8 | 27 | 5 |
6th | +3 | Snap Out of It, Envoy Archetype feature | 3 | 9 | 32 | 5 |
7th | +3 | — | 3 | 10 | 38 | 6 |
8th | +3 | Ability Score Improvement | 3 | 11 | 44 | 6 |
9th | +4 | Triage (d8) | 3 | 12 | 57 | 7 |
10th | +4 | Inspiration (d10), Expertise, Special Assets | 4 | 14 | 64 | 7 |
11th | +4 | — | 4 | 15 | 64 | 9 |
12th | +4 | Ability Score Improvement | 4 | 15 | 64 | 9 |
13th | +5 | Triage (d10) | 4 | 16 | 64 | 10 |
14th | +5 | Special Assets, Envoy Archetypes feature | 4 | 18 | 64 | 10 |
15th | +5 | Inspiration (d12) | 4 | 19 | 64 | 11 |
16th | +5 | Ability Score Improvement | 4 | 19 | 64 | 11 |
17th | +6 | Triage (d12) | 4 | 20 | 64 | 13 |
18th | +6 | Special Assets | 4 | 22 | 71 | 13 |
19th | +6 | Ability Score Improvement | 4 | 22 | 71 | 13 |
20th | +6 | Superior Inspiration | 4 | 22 | 71 | 13 |
Class Features
As an Envoy you gain the following class features.
Hit Points
- Hit Dice: 1d8 per envoy level
- Hit Points at 1st Level: 8 + your Constitution modifier
- **Hit Points at Higher Levels: **1d8 (or 5) + your Constitution modifier per Expert level after 1st
Proficiencies
- Armor: Light armor
- Weapons: Simple Weapons, hand crossbows, longswords, rapiers, shortswords
- Tools:
- Saving Throws: Dexterity, Charisma
- Skills: Choose any three.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
• (a) a Rapier, (b) a Longsword, or (c) any simple weapon • (a) a Diplomat's Pack or (b) an Entertainer's Pack • (a) a lute or (b) any other musical instrument • Leather Armor, and a Dagger
Inspiration
As an Envoy, you can inspire others through stirring words. To do so, you use a bonus action on your turn to choose one sentient other than yourself within 60 feet of you who can hear you. That sentient gains one inspiration die, a d6.
Once within the next 10 minutes, the sentient can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The sentient can wait until after it rolls the d20 before deciding to use the inspiration die but must decide before the GM says whether the roll succeeds or fails. Once the inspiration die is rolled, it is lost. A sentient can have only one inspiration die at a time.
You can use this feature a number of times equal to your charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Your inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
Channeling: Tricks and Gambits
While all envoys possess a strong force of personality, those who place themselves in the way of danger are usually talented espers. As an esper, you rely on a vast array of technologies and talents ranging from implants to psionics. For an envoy, these esper powers are collectively known as tricks or gambits.
Tricks
You know two tricks of your choice from the envoy gambits list. You learn additional tricks of your choice at higher levels, learning a 3rd trick at 4th level and a 4th at 10th level. Tricks are gambits that can be performed an unlimited number of times and do not expend any of your class resources to use.
Talent Points
In order to pull your gambits, you must expend a number of talent points required for the rank of the gambit as indicated in the talent points table. You cannot spend talent points on gambits of rank 6 or higher unless you are increasing the base rank of a level 1-5 gambit to rank 6-9.
Gambit Rank | Talent Points |
---|---|
Rank 1 | 2 |
Rank 2 | 3 |
Rank 3 | 5 |
Rank 4 | 6 |
Rank 5 | 7 |
Rank 6 | 9 |
Rank 7 | 10 |
Rank 8 | 11 |
Rank 9 | 13 |
Gambits Known of Rank 1 and Higher
You know four rank 1 gambits of your choice from the envoy gambit list.
You learn an additional envoy gambit of your choice at each level except 12th, 16th, 19th, and 20th. Each of these gambits must have a talent point cost less than your performance threshold as indicated in the envoy table and they must not be higher than Rank 5. For instance, when you reach 3rd level in this class, you can learn one new Gambit of Rank 1 or 2. Additionally, when you gain a level in this class, you can choose one of the envoy gambits you know and replace it with another gambit from the envoy gambit list, which also must be of a valid rank.
Gambit Pulling Ability
Charisma is your gambit pulling ability for your envoy gambits. Your gambits come not only from the esper powers your control, but your raw force of personality and cunning. You use your charisma whenever a gambit refers to your channeling ability. In addition, you use your charisma modifier when setting the saving throw DC for an expert gambit you use and when making an attack roll with one.
Channeling Save DC = 8 + your Proficiency Bonus + your Charisma modifier Channeling Attack modifier = your Proficiency Bonus + your Charisma modifier
Jack of All Trades
Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.
Triage
Beginning at 2nd level, you can enhance your allies' recovery during a short rest. You and any friendly sentients who gain Hit Points by spending hit dice at the end of the short rest regain an extra 1d6 hit points.
The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.
Envoy Archetypes
At 3rd level, you select an archetype of your choice, such as the Con Artist. Your choice grants you features at 3rd level and again at 6th and 14th level.
Expertise
At 3rd 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 10th level, you can choose another two skill proficiencies to gain this benefit.
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.
Font of Inspiration
Beginning when you reach 5th level, you regain all of your expended uses of inspiration when you finish a short or long rest.
Countercharm
At 6th level, you gain the ability to use your words to counter the charming mental effects of other espers. As an action, you can start a conversation that lasts until the end of your next turn. During that time, you and any friendly sentients within 30 feet of you have advantage on saving throws against being frightened or charmed. An ally must be able to hear you to gain this benefit. The effect ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).
Special Assets
By 10th level, you have mastered a subset of the skills possessed by other espers. Chose two esper powers from any class, including this one. An esper power that you choose must be of a rank you can use based on your performance threshold and cannot be higher thank Rank 5.
The chosen esper powers count as envoy gambits for you and are included in the number in the gambits Kkown column of the envoy table.
You learn two additional esper powers from any class at 14th level and again at 18th level.
Superior Inspiration
At 20th level, when you roll initiative and have no uses of Inspiration left, you regain one use.
Envoy Archetpyes
The Con Artist
Con Artists have honed an ability to gain the confidence of others, telling convincing lies with a smile and wink. They enjoy nothing more than twisting unearned confidence towards their own goals, employing trickery to get exactly what they want. The Con Artist is an artist after all, celebrating their own finesse with lies and deception. Though all envoys employ deception as part of their repertoire, the Con Artist delves into trickery with relish.
Bonus Proficiencies
When you select this archetype at 3rd level, you gain proficiency with three skills of your choice.
Fast Talk
Also at 3rd level, you have mastered the art of confusion and distraction. If you initiate a conversation with a sentient outside of combat rounds, you may keep them from moving and/or attacking for so long as you continue to speak.
If a sentient engaged in this way may escape if they succeed on a wisdom save against your channel save DC. This ability may be used at vehicle scale if you are in communication with the target. This effect ends immediately if the sentient's safety is threatened.
Improvisation
Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a target that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of inspiration, rolling an inspiration die and subtracting the number rolled from the sentient’s roll. You can choose to use this feature after the target makes its roll, but before the GM determines whether the attack roll or ability check succeeds or fails, or before the target deals its damage. The target is immune if it can’t hear you or if it’s immune to being charmed.
Mimicry
At 6th level, you learn two gambits of your choice from the esper power list of any class. The esper powers you choose must be of a rank you can use as determined by your performance threshold and cannot exceed rank 5. The chosen esper powers count as envoy gambits for you but don’t count against the number of envoy gambits you know.
Peerless Skill
Starting at 14th level, when you make an ability check, you can expend one use of inspiration. Roll an inspiration die and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the GM tells you whether you succeed or fail.
The Scoundrel
The Scoundrel is a master of the art of "informal diplomacy." Scoundrels are talented physical combatants with a sense of flair and style about them.
While many lead lives of crime, using their talents for assassination, robbery, and blackmail. Others strike out against the wicked, bringing justice to bear against the cruel and powerful.
Bonus Proficiencies
When you select the Scoundrel archetype at 3rd level, you gain proficiency with medium armor and the scimitar.
Fighting Style
At 3rd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a fighting style option more than once, even if something in the game lets you choose again.
Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Point Shooting. When making a ranged weapon attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll.
Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Combat Flourish
At 3rd level, you learn to perform impressive displays of martial prowess and speed.
Whenever you take the attack action on your turn, your walking speed increases by 10 feet until the end of the turn, and if a weapon attack that you make as part of this action hits a target, you can use one of the following combat flourish options of your choice. You can use only one combat flourish option per turn.
Evasive Flourish. You can expend one use of your inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the inspiration die. You also add the number rolled to your AC until the start of your next turn.
Repeat Flourish. You can expend one use of your inspiration to cause a weapon attack to deal extra damage to the target you hit and to any other target of your choice that you can see within 5 feet of you. The damage equals the number you roll on the inspiration die.
Mobile Flourish. You can expend one use of your Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the inspiration die. You can also push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on that die. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target.
Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the attack action on your turn.
Master’s Flourish
Starting at 14th level, whenever you use a combat flourish option, you can roll a d6 and use it instead of expending an inspiration die.
The Veteran
The Veteran leads with the knowledge that only experience can grant. A former soldier, general, or law enforcement official, the Veteran has extensive combat experience and knowledge makes them a strategic asset for their allies in combat.
Bonus Proficiencies
When you select the Veteran archetype at 3rd level, you gain proficiency with medium armor, shields, and martial weapons. You also gain proficiency in culture or insight. If you are already proficient in these areas, you can instead choose to gain expertise in them.
Combat Inspiration
Also at 3rd level, you learn to inspire others in battle. A sentient that has an Inspiration die from you can roll that die and add the number rolled to a weapon damage roll it just made. Alternatively, when an attack roll is made against the sentient, it can use its reaction to roll the inspiration die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses.
Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the attack action on your turn.
Trained Shot
At 14th level, your skill with weaponry has become so natural for you that you are able to activate your esper powers even while using a weapon. When you use your action to pull an envoy gambit, you can make one weapon attack as a bonus action.
The Mogul
Moguls are the movers and shakers of the galaxy. Cunning espers, Moguls are risk-takers by nature and usually find a way to come out ahead. Whether they are found in the executive suite of a megacorporation or the leadership of a small criminal organization, Moguls know how to capitalize on any situation and use their larger than life personalities to their advantage.
Double or Nothing
When you select the Mogul archetype at 3rd level, you learn to push the luck of you and your allies just a little harder in the heat of battle. After an ally uses one of your inspiration die, they may push their luck to call higher or lower. They then roll a second die. If the value on the second die corresponds to what they called (ties lose) they add the value of both dice to their roll. Otherwise, they lose their inspiration.
Expert Negotiator
By 6th level, you have become a cunning negotiator. Once per long rest, you can use the Distort Value gambit without expending talent points.
Know When To Fold 'Em
At 14th level, you're able to apply you risk assessment skills to your arcane studies. Anytime during your turn, or as a reaction, you may choose to end one Gambit that you are concentrating on. You may only use this feature if you had spent talent points to pull the Gambit. You end the Gambit you are concentrating on then regain the talent points spent on that gambit. Once you use this feature, you can't use it again until you complete a short or a long rest.
Thinking about a feat or something for "entourages"
Entourage
Your magnanimous personality has allowed you to cultivate an extensive social network. After you have spent at least 24 hours in a location, you can make a d20 roll and add Charisma modifier to identify a contact in that location. You can specify a number of features about that contact as specified below.
Location Type
Population/Type | Base DC |
---|---|
Frontier/Uninhabited | 20 |
Outpost/Tiny Settlement | 15 |
Colony/Medium Settlement | 10 |
Major World/Large Settlement | 5 |
Hospitality. Your contact may be able to provide you with shelter, should you need it. The quality of these lodgings will vary based on that individual’s socioeconomic standing. Add the following difficulty modifiers based on your contacts’ level of wealth. Squalor +1, Poor +2, Modest +3, Comfortable +5, Wealthy +7
Information. Your contact can be well-informed on the local news and rumors. However, the larger the settlement, the harder it is to keep up to date with current developments. Success on this roll does not indicate that your contact is all-knowing, only that they are more well-informed about prominent issues than the average inhabitant of this area.
Population/Type | DC Modifier |
---|---|
Frontier/Uninhabited | +1 |
Outpost/Tiny Settlement | +3 |
Colony/Medium Settlement | +5 |
Major World/Large Settlement | +7 |
Special Knowledge, Skills, or Facilities. The contact has a particular profession such as a scientist, engineer, politician, journalist or the like, and will provide information or discounted services relating to their area of expertise (DC +7).
Transportation. Your contact may be able to help you acquire transportation around this location (+5 DC) or away from it (+10 DC).
Watchman. The contact may be willing to put their neck on the line for you. They will keep their eyes and ears open for threats to you; however, the larger the settlement, the harder this task is to achieve.
Population/Type | DC Modifier |
---|---|
Frontier/Uninhabited | +1 |
Outpost/Tiny Settlement | +3 |
Colony/Medium Settlement | +5 |
Major World/Large Settlement | +7 |