You are an official (or semi-official) representative of a distant land, powerful faction, or exotic court. Tasked with forging alliances, negotiating treaties, or delivering important messages, you're skilled in politics and careful words. Even if you're no longer on official business, your diplomatic flair remains.
Ability Scores: Choose A or B: (A) Charisma +2, Intelligence +1; or (B) Charisma, Intelligence, and Wisdom +1
Skill Proficiencies: Persuasion and History
Tool Proficiency: Calligrapher's Supplies
Equipment: You begin with 50 GP that may only be spent on items from the Adventuring Gear and Tools lists. This gold cannot be used to purchase weapons, armor, or mounts and vehicles. Any unspent funds may be kept in a belt pouch for future expenses in the course of an adventure.
Once per long rest, when you are confronted by a local authority figure (such as a city guard, noble, or official) in a region that recognizes your credentials or status as an emissary, you can call upon your diplomatic status to avoid hostile actions or arrest. Upon presenting your formal recognition papers or credentials, the authority figure must succeed on a DC 13 Charisma (Persuasion) check or openly hesitate, unwilling to take aggressive or coercive action against you. This hesitation is not enough to ensure full immunity from legal consequences but will typically prevent immediate threats like action in combat, being detained, or subjected to public punishment.
Homebrew, 2025.
Trindle Spring Lutheran Church RPG Club | Mechanicsburg, PA