The Whisperer Class

by EthyrosKarlon

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The Whisperer

The Whisperer Class Guide, 5e(2014) compatible

Become the secret agent of your fantasy setting!


"The Whisperer" is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

Special thanks to Andrii Kharchenko for allowing the use of his artwork for the covers!

Cover artwork: "Wizard", by Andrii Kharchenko

For more of Andrii's work, visit his Artstation profile.

Made, with love, by Ethyros Karlon.

As the thick autumn fog descends upon the city, a hooded man enters an alley, followed by a pair of local thugs. As their daggers race towards the man, he turns suddenly, right foot taking one of the thugs' legs from underneath him. The second one hesitates long enough that, when he looks down, he can see a dagger buried in his chest. As the first thug, head pounding from the contact with the hard, cobbled street, slowly tries to get back up, he hears a horrifying melody whispering inside of his skull. He drops down on the floor, never to move again.

It was the third night in a row that the female Elf was sitting in the same booth in the back of The Sandstone Inn, nursing an ale for hours. A burly Dwarven man passes by, coughing in an agonized rhythm and cursing his ill health. She waits for the Dwarf to pass and, pretending to tie her shoes, picks up a scroll from the floor. She frowns as she is opening it, but after tracing a finger over the scroll, her eyebrows rise. She gets up and heads for the door, her tankard of ale still half full on the table.

The ragged Gnome tumbles down the stairs cursing his bad luck, this whole day and his life choices. As he pulls himself to his bloodied feet, he traces his hand across his shortsword, which takes a sickly green lustre. The building shakes with the sound of the band of Half-Orcs running down the stairs, and as they come into the Gnome's eyesight he loosens a spell. The staircase erupts in flames and the Gnome, remembering why he does what he does, leaps at the screaming Half-Orcs with a smile on his face.

Whisperers are the secret agents of your fantasy setting. Working for a nation, a noble, an organization, a temple or for a pouch full of gold, they use their wide array of skills to gather information, conduct surveillance, commit subterfuge or pressure individuals to do or reveal what they might not be inclined to.

Creating a Whisperer

When creating a Whisperer, think about your character's motivations. Do they work for a king, a noble, a temple, a secret organization, or do they simply perhaps work by themselves, for the highest bidder? What led them to this life of secrecy, and who has trained and taught them everything they know? Do they have a boss or a mentor? Did they find themselves in the local tavern as a part of a mission they are already on, or are they simply enjoying a brief moment of respite before their next order sends them tumbling down into a maze of intrigue and espionage?

As your character progresses through their journey, you will also have to think of their specialization. Do you want to be a slippery, agile combatant boosted by a selection of spells? Alternatively, do you want to rely on the power of your words and your magic to extract information out of everyone in your path and build a network of informants who will provide you with secrets you should not know? Or, perhaps, do you want to be a bulkier fighter who uses their skills to give advantages to yourself and your adventuring party, and to make your enemies' lives just a little bit more miserable?

Quick build

To quickly build a Whisperer prioritize Charisma and then Dexterity for your ability scores. Charisma will help you with your magic and social interactions, while dexterity will be useful for using ranged and finesse-based weapons.

For your background, choose a Criminal, a Criminal (Spy) or a Guild Artisan. Choose Firebolt, Mage Hand or Friends as your first Cantrip. Choose Disguise Self, Detect Magic, Dissonant Whispers or Magic Missile as your first Level 1 spell.

Multiclassing

To multiclass into the Whisperer, your Charisma ability score will need to be at least 13. You will gain proficiency in light armor, daggers, light crossbows, a disguise kit, and 2 skills from the Whisperer skill list.

Class Features:

As a Whisperer, you have the following class features:

Hit Points

  • Hit Dice: 1d8 per Whisperer level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Whisperer level after 1st

Proficiencies

Armor: Light armor, medium armor
Weapons: Clubs, daggers, hand crossbows, light crossbows, heavy crossbows, shortswords
Tools: Thieves’ tools, Disguise kit
Saving Throws: Dexterity, Charisma
Skills: Choose four from Deception, History, Insight, Intimidation, Investigation, Perception, Persuasion, and Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • leather armor
  • (a) 2 daggers or (b) a shortsword
  • (a) a hand crossbow and 20 bolts or (b) a club
  • (a) a diplomat’s pack, (b) a dungeoneer’s pack, or (c) an explorer’s pack
  • (a) thieves' tools or (b) a disguise kit

Spellcasting

At first level you have acquired the ability to cast spells, through your innate talent and your training as a Whisperer. To cast one of your Whisperer spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

The spells you learn are always prepared. You can choose your spells from the Whisperer spell list. Consult the Whisperer class table to see how many spells you know at which level, and how many spell slots you have available. When you are choosing new spells at levels 3, 5, 9, 13 and 17, the Whisperer spell list is supplemented with your subclass' extended spell list. You can, but do not have to, choose a new spell from that extended spell list.

Your spellcasting ability is Charisma.


Spell save DC = 8 + Charisma modifier + Proficiency Bonus
Spell attack modifier = Charisma modifier + Proficiency Bonus

Whisperer
Level Proficiency
Bonus
Improvisation
Points (die)
Cantrips
known
Spells
Known
Spell
Slots
level 1
Spell
Slots
level 2
Spell
Slots
level 3
Spell
Slots
level 4
Spell
Slots
level 5
Class features
1 +2 1 (d4) 1 1 1 - - - - Improvisation Points (d4), Spellcasting
2 +2 1 (d4) 1 2 2 - - - - Ease of Movement
3 +2 2 (d4) 2 3 3 - - - - Subclass, Subclass feature,
Subclass spells, Skill Expertise
4 +2 2 (d4) 2 4 3 - - - - Ability score increase,
Weapon Expertise
5 +3 3 (d4) 2 5 4 2 - - - Extra Attack, Subclass spells
6 +3 3 (d4) 2 5 4 2 - - - Sound Mind
7 +3 4 (d4) 2 6 4 3 - - - Inner Strength
8 +3 4 (d6) 3 6 4 3 - - - Ability score increase, Improvisation
Points (d6)
9 +4 5 (d6) 3 7 4 3 2 - - Subclass feature, Subclass spells
10 +4 5 (d6) 3 7 4 3 2 - - Always Alert, Skill Expertise
11 +4 6 (d6) 3 8 4 3 3 - - Weapon Expertise
12 +4 6 (d6) 3 8 4 3 3 - - Ability score increase
13 +5 7 (d6) 3 9 4 3 3 1 - Subclass feature, Subclass spells
14 +5 7 (d6) 3 9 4 3 3 1 - Extra Attack (2)
15 +5 8 (d6) 4 10 4 3 3 2 - Whisperer Senses
16 +5 8 (d8) 4 10 4 3 3 2 - Ability score increase, Improvisation
Points (d8)
17 +6 9 (d8) 4 11 4 3 3 3 1 Subclass feature, Subclass spells
18 +6 9 (d8) 4 12 4 3 3 3 1 Critical Surprise
19 +6 10 (d8) 5 13 4 3 3 3 2 Ability score increase
20 +6 10 (d8) 5 14 4 3 3 3 2 Second Chance

Improvisation Points

Your training has taught you to master your surroundings and take advantage of any situation that you might find yourself in. At first level you get one Improvisation Point, and for every other level you gain in the Whisperer class, your Improvisation Points rise by one. Starting at level 1, using an Improvisation Point means rolling an Improvisation Die, and adding that roll to any roll you make.

Starting at level 1, you Improvisation Die is a d4. Starting at level 8 your Improvisation Die is a d6. Starting at level 15 your Improvisation Die is a d8. You can add only one Improvisation Point to a roll, unless otherwise stated. You regain all expended Improvisation Points when you finish a long rest.

Ease of Movement

Starting at level 2, if you are unarmored or wearing light armor, and if you are not carrying a shield, your speed increases by 10 feet.

Skill Expertise

At level 3 choose one of the skills you have proficiency with, and double your proficiency bonus with it for all checks including that skill. At 10th level choose one more skill to apply Skill Expertise to.

Weapon Expertise

At level 4 choose one of the types of weapons you have proficiency with, and double your proficiency bonus with it for your attack bonus. At 11th level choose one more weapon type to apply Weapons expertise to.

Ability score increase

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. You can’t increase an ability score above 20 using this feature.

Extra Attack

Starting at level 5, you can attack twice, instead of once, whenever you take the Attack action on your turn. Starting at level 14, you gain another extra attack, and can attack three times whenever you take the Attack action on your turn.

Sound Mind

Your training has not only given you the means to deal damage and extract information. It has also taught you mental fortitude. Starting at level 6, you have advantage on all saves from spells from the Enchantment school of magic which are targeting you.

Inner Strength

Sometimes the fights might get a bit hairy, but you have learned how to take care of yourself. Beginning at level 7 you may expend two Improvisation Points to roll one Improvisation Die and heal yourself with the result of the roll.

Always Alert

Starting at level 10, you cannot be surprised unless you are unconscious or incapacitated.

Whisperer Senses

Starting at level 15 you can use your senses to gain knowledge of the location and species/race of all potential adversaries within a fifty foot sphere, even if they are invisible. At the cost of a bonus action, you can use this power twice before taking a long rest.

Critical Surprise

Starting at level 18, your attack on a creature that is surprised is an automatic critical hit.

Second Chance

At level 20, if you are reduced to 0 HP, but not killed, you may choose to expend any number of your remaining Improvisation Points to roll Improvisation Dice equal to the number of Improvisation Points chosen, and then heal yourself for the amount rolled.


Subclasses

The Agent

Extended spell list

Spells from this extended spell list can be chosen at the appropriate level by The Agent subclass. They do count against your Spells Known, and they do expend their respective spell slots.


The Agent Extended Spell List
At level Spell level Spells
3 1 Faerie Fire,
Tasha's Hideous Laughter
5 2 Arcane Lock, Silence
9 3 Fear, Slow
13 4 Dimension Door,
Mordekainen's Faithful Hound
17 5 Dominate Person, Passwall

Upper Hand

Starting at level 3, you may choose to try to either disarm your enemy, or trip them. When making an attack you may use 1 Improvisation Point to roll 1 Improvisation Die and add that to your attack bonus. You must state your choice before you roll your Attack roll. If you have chosen to disarm them, and the attack hits, the enemy drops their weapon and must expend an action to equip the dropped or a new weapon. If you have chosen to to trip them, and the attack hits, the enemy is tripped and is now lays prone.

Forgiven Sins

Starting at level 9 you know the Speak With Dead spell. It does not count against your Spells Known, but still expends a third (or higher) level spell slot when cast. All of the standard limitations of the spell apply, but due to your extensive experience in gathering information, your interlocutor is obligated to answer at least three out of the five questions asked truthfully, even if it was killed by you or your companions. You do not know which of the answers are truthful and which ones are not, and you have no way to find that out.

Weapon and Skill Expertise

At level 13, choose one of the skills you have proficiency with, and double your proficiency bonus with it for all checks including that skill. Also choose one of the types of weapons you have proficiency with, and double your proficiency bonus with it for your attack bonus.

Impenetrable Mind

Starting at level 17, your mind cannot be read by any means, unless you give your consent. You cannot be tricked into allowing a person or creature to read your mind for nefarious means.

The Diplomat

Extended spell list

Spells from this extended spell list can be chosen at the appropriate level by The Diplomat subclass. They do count against your Spells Known, and they do expend their respective spell slots.

The Diplomat Extended Spell List
At level Spell level Spells
3 1 Comprehend Languages,
Illusory Script
5 2 Calm Emotions,
Pass Without Trace
9 3 Fly, Sending
13 4 Confusion,
Mordekainen's Private Sphere
17 5 Rary's Telephatic Bond,
Seeming

Skilled Interrogator

Your training has made you quite adept in extracting information. At level 3 you gain advantage on all Persuasion and Deception checks.

Informant Network

What is a diplomat without their connections? Starting at level 9, you are able to build your network of informants. Your network can contain, at most, 5 individuals at the same time.

To induct an individual into your network you must succeed on three persuasion, deception or intimidation checks contested with the individual's Wisdom or Intelligence (their choice) saves, within three days. If the individual is proficient with their saves, they make them with advantage. You can make no more than two of those checks per day. The cost of attempting each check is 2 Improvisation points. If you fail any of those checks, you cannot attempt to induct that person into your informant network again for one year.

Once the individual is inducted into your Informant Network, you gain the ability to see, for the duration of a maximum of 10 consecutive seconds, the world through their eyes. For the duration of those 10 seconds you lose your vision and hearing and gain theirs. You can use this ability once per long rest per informant. The informant is not aware of your ability to do so unless you tell them, and will not be able to feel it happening when you do it.

Additionally, every time you do interact in person with your informant, you will be able to cast Zone of Truth, whether or not it is in your Spells Known. You do not expend a spell slot for that casting, but the effect radius of the spell is not a 15-foot-sphere, but the informant themself. The informant needs to be standing within 10 feet of you for you to be able to cast it. The informant has to make the Charisma saving throw with disadvantage.

You can release the informant from your network after at least one month has passed from their induction. If the informant dies, they do not leave your network until you learn of their death. The informant cannot leave your network of their own volition, but they can attempt to evade meeting you.

Inspired Casting

Starting at level 13 you gain the ability to expend 2 Improvisation points to replace a used spell slot of any level that you have access to.

Spell evader

Starting at level 17 choose a school of Magic: you now have resistance to spells belonging to that school. Additionally, choose another school of Magic: you now have immunity to spells belonging to that school.

The Quartermaster

Extended spell list

Spells from this extended spell list can be chosen at the appropriate level by The Quartermaster subclass. They do count against your Spells Known, and they do expend their respective spell slots.


The Quartermaster Extended Spell List
At level Spell level Spells
3 1 Detect Poisons and Disease,
Ray of Sickness
5 2 Heat Metal, Aid
9 3 Aura of Vitality,
Stinking Cloud
13 4 Fire Shield,
Otiluke's Resilient Sphere
17 5 Cloudkill, Flame Strike

Ways and Means

At level 3 you gain proficiency with heavy armor and rapiers.

Offensive Inspiration

Starting at level 9 you are able to use 2 Inspiration Points to temporarily turn a non-magical weapon into a magical weapon. The weapon will now be a +2 weapon. It gains a +2 on its attack roll, and a +2 on its damage roll, dealing its regular type and amount of damage, along with a +2 of one of the following damage types: fire, acid, poison or necrotic.

The weapon will remain magical and retain its magical properties for your current Inspiration Die + your Charisma modifier amount of hours. For example, at Whisperer level 9, with a Charisma score of 18 (Charisma modifier of +4), the weapon in question will retain its properties for 1d6 + 4 hours. At level 17, using the same procedure, you can produce a +3 weapon.

Communal strength

Starting at level 13, you have the ability to heal someone else within 60 feet in the same way you are able to heal yourself using the Inner Strength feature.

The Quartermaster's Eyes and Ears

Starting at level 17, you gain the ability to expend 3 Improvisation Points to magically produce a pair of black spheres of glass the size of a Human eyeball. When looking into one of the spheres, the individual can hear and see everything that is happening in a 30 foot radius of the other sphere. The sphere's sight and vision is constrained in the same way that the sight and hearing would be of the individual that produced it. The sphere cannot see through solid objects. The sphere's hearing is impeded in the same way that the hearing of its maker would be if they were positioned in the sphere's location. The spheres will retain their properties for 1d8 hours, after which they will vanish from existence. You cannot make another pair of spheres before the one you previously made vanishes.


Whisperer Spell List

Cantrips

  • Acid Splash
  • Blade Ward
  • Fire Bolt
  • Friends
  • Mage Hand
  • Message
  • Minor Illusion
  • Poison Spray
  • Prestidigitation
  • Ray of Frost
  • Shocking Grasp
  • Thaumaturgy
  • True Strike

Level 1

  • Alarm
  • Burning Hands
  • Charm Person
  • Command
  • Create or Destroy Water
  • Detect Magic
  • Disguise Self
  • Dissonant Whispers
  • Expeditious Retreat
  • Feather Fall
  • Fog Cloud
  • Grease
  • Heroism
  • Hunter's Mark
  • Jump
  • Magic Missile
  • Shield
  • Silent Image
  • Sleep
  • Thunderwave
  • Unseen Servant

Level 2

  • Alter Self
  • Blur
  • Cloud of Daggers
  • Darkness
  • Detect Thoughts
  • Hold Person
  • Invisibility
  • Knock
  • Levitate
  • Locate Object
  • Melf's Acid Arrow
  • Mirror Image
  • Misty Step
  • Shatter
  • Spider Climb
  • Suggestion
  • Web
  • Zone of Truth

Level 3

  • Bestow Curse
  • Blink
  • Clairvoyance
  • Counterspell
  • Dispel Magic
  • Fireball
  • Glyph of Warding
  • Haste
  • Hypnotic Pattern
  • Lightning Bolt
  • Sleet Storm
  • Tongues

Level 4

  • Banishment
  • Blight
  • Evard's Black Tentacles
  • Fabricate
  • Freedom of Movement
  • Greater Invisibility
  • Ice Storm
  • Leomund's Secret Chest
  • Locate Creature
  • Polymorph
  • Wall of Fire

Level 5

  • Cone of Cold
  • Contagion
  • Creation
  • Dream
  • Hold Monster
  • Legend Lore
  • Mislead
  • Modify Memory
  • Scrying
  • Telekinesis

Become

The

Whisperer

Do you want to be the secret agent of your fantasy setting? Gather intelligence, conduct surveillance, engage in sabotage and subterfuge, control people and their minds, and use magic to help you in doing so with this brand new 5e(2014) compatible character class.

Cover Art: "Wizard", by Andrii Kharchenko

Andrii's Artstation

Made, with love, by Ethyros Karlon.

The Whisperer, v1.0

 

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