{"name":"Face","overview":"[u][i]FACE[\/i][\/u]\r\nYou are all talk. Thankfully, your strengths depend on\r\nthat. Some call you empathic while others claim you\r\njust have good instincts. You may have cut your teeth\r\nas a psychologist or a confidence artist. You can spot a\r\nliar by their puckering lips and lazy eyes. You sense the\r\nheat of attraction and the searing loathing of those obsessed with violence. Your words have been known to\r\ndisarm, sooth, or enrage. When shooting is not the solution, you\u2019re the only that can save the situation. You\u2019re\r\nthe smooth talker, the negotiator, and the haggler.\r\nWhen a gun is pointed at your head or when dangling\r\noff a cliff, your first response is \u201ccan\u2019t we discuss this?\u201d\r\n[br]\r\n[br]\r\n[u][i]PLAYING A FACE[\/i][\/u]\r\nYou\u2019re at your best when bullets are not flying. Though\r\nyou are not as skilled in ways of warfare, this doesn\u2019t\r\nmean you sit back when combat starts. Certain abilities\r\nallow you to literally \u201cpsych out\u201d enemies by imitating\r\ncommands over the radio, causing diversions, and imposing your presence to cause hesitation. You have\r\neven been known to negotiate the release of prisoners\r\nand convince an enemy to run instead of fight. However, these abilities are limited in their effectiveness. ","hitdice":"d8","hitpointsfirstlevel":"8 + Your Constitution Modifier ","hitpointsathigherlevels":"1d8 + Your Constitution Modifier","armorproficiencies":"[b]Armor:[\/b] Light armor ","weaponproficiences":"[b]Weapons:[\/b] All simple weapons and one-handed small arms ","tools":"[b]Tools:[\/b] Disguise kit, all ground vehicles and aircraft ","savingthrows":"[b]Saving Throws:[\/b] Intelligence, Wisdom, Charisma ","skills":"[b]Skills:[\/b] Perception, Insight, and four skills from Computer Use, Engineering, History, Intimidation, Investigation, Performance, Persuasion, Sciences, and\r\nStealth","equipment":"[b][u]EQUIPMENT[\/u][\/b]\r\nYou start with the following equipment in addition to\r\nthe equipment granted by your background:\r\n[ul]\r\n[li]a one-handed small arm costing $300 or less[\/li]\r\n[li]a set of light armor $300 or less[\/li]\r\n[li]a ground vehicle with a value of $30,000 or less[\/li]\r\n[li]a disguise kit[\/li]\r\n[li]$200 in additional gear.[\/li]\r\n[\/ul]\r\n","spellcasting":"","features":"[u][b]BULLETPROOF EGO[\/b][\/u]\r\nStarting 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).\r\n[br]\r\n[br]\r\n[u][b]DOUBLE YOUR EFFORTS[\/b][\/u]\r\nYou are not a fighter. You\u2019re a\u2026 well\u2026 everything\r\nthat\u2019s not a fighter. Starting at 1st level, you can make a\r\nDC15 Wisdom (Perception) check as a bonus action; if\r\nyou pass, you can take an additional action on top of\r\nyour regular action. You cannot use the Attack action\r\nwith this extra action.\r\n[br]\r\n[br]\r\n[u][b]LIFE INSURANCE[\/b][\/u]\r\nYou\u2019re not expecting to be in a fight, so best to use your\r\nresources in a more constructive fashion. Starting at 1st\r\nlevel, instead of using your Hit Dice to recover hit\r\npoints during a short rest, you can expend them to gain\r\nan edge when required. Spend a Hit Die on your turn,\r\nand you gain the following benefits:\r\n[ul]\r\n[li]You automatically pass the Double Your Efforts skill check in order to gain the additional action.[\/li]\r\n[\/ul]\r\n[ul]\r\n[li]You have advantage on all attack rolls, ability checks, and skill checks until the beginning of your next turn.[\/li]\r\n[li]Any Charisma saving throws you force a target to make before the end of your next turn gains a +5 bonus to the DC.\r\n[br]\r\n[br][\/li]\r\n[\/ul]\r\n[u][b]WAY OF PROTAGONIST[\/b][\/u]\r\nYou know, deep in your heart, you\u2019re a hero, regardless\r\nif you\u2019re actually a sociopath. Starting at 1st level, you\r\nbegin developing skills enabling you to manipulate people through force of while, a winning smile, and the\r\nright sequence of words. You gain two Protagonist\r\nTraits at 1st level, gaining an additional trait at 5th, 9th,\r\n14th, and 17th level.\r\n[br]\r\nSeveral traits require the use of a Charisma saving\r\nthrow. The DC to resist your\u2026well\u2026behavior is 8 +\r\nyour Charisma modifier + your proficiency bonus.\r\n[b][i]Way of Protagonist actions are not Attack actions, and as such can be used with the additional action with Double Your Efforts.\r\n[br][\/i][\/b]\r\n[b]Biting Taunt[\/b]\r\nYou are able to scream an obscenity that is shockingly\r\npersonal and vile to your opponent. As an action, you\r\ncan target an enemy that can hear and understand you.\r\nIt makes a Charisma saving throw. If the target fails, it\r\nhas disadvantage on attack rolls and ability checks until\r\nthe beginning of your next turn. A target that succeeds\r\non the DC has advantage on additional saving throws\r\nagainst this effect until you finish a long rest.\r\n[br]\r\n[b]Cognitive Empathy[\/b]\r\nThe truth is written in their faces. Through interpreting\r\nmicroexpressions, body language, and other aspects of\r\napplied psychology, you are able read the thoughts of\r\ncertain individuals. As an action, you can focus your\r\nmind on any one creature that you can see within 30 feet\r\nof you and that has an Intelligence of 4 or higher. It\r\nmakes a Charisma saving throw.\r\nIf it fails, you learn the surface thoughts of the creature\u2014what it is most likely to do in the immediate future and what could possibly be on its mind. You also\r\ngain insight into its reasoning (if any) and\/or its emotional state. This effect last until the end of your next\r\nturn or until you break line of sight.\r\n[br]\r\n[b]Faceman[\/b]\r\nIt\u2019s all about the personality. Select one Intelligence,\r\nWisdom, or Charisma skill or one item proficiency. As\r\nan action, double your proficiency bonus with the next\r\ncheck made with that skill or item. You can select faceman a second time and select another skill or item.\r\n[br]\r\n[b]Fascination[\/b]\r\nYou are, in fact, the most interesting person in the\r\nworld\u2026at least to your target. As an action, you can\r\nattempt to charm a target. It must be able to hear and\r\nunderstand you. It makes a Charisma saving throw. If\r\nit fails, the creature is not only charmed by you but by\r\nall your allies the target can see. The charmed effect\r\nends if the target suffers damage or five minutes have\r\npassed. When you use this feature, you cannot use it\r\nagain until you finish a long rest. If the target makes\r\nthe saving throw, you recover the use of fascination but\r\ncannot use it against the same target until you finish a\r\nlong rest. You can select fascination a second time and\r\ngain a second use before finishing a long rest.\r\n[br]\r\n[b]Iceman[\/b]\r\nIf you suffer a critical hit, you regain 1 lost Hit Die.\r\nKnow the Signs\r\nYou have advantage against any Charisma and Wisdom\r\nsaving throws.\r\n[br]\r\n[b]Mind Twist[\/b]\r\nMore so than insulting a target, you say something so\r\nbizarre (or perhaps amazingly insightful), the target is\r\nforce to take time to think it over. As an action, you can\r\ntarget an enemy that can hear and understand you. It\r\nmakes a Charisma saving throw. If the target fails, it is\r\nstunned until the beginning of your next turn. When\r\nyou use this feature, you cannot use it again until you\r\nfinish a long rest. If the target makes the saving throw,\r\nyou recover the use of mind twist but cannot use it\r\nagainst the same target until you finish a long rest. You\r\ncan select mind twist a second time and gain a second\r\nuse before finishing a long rest.\r\n[br]\r\n[b]Poker Face[\/b]\r\nYou are immune to being frightened or charmed. Additionally, all allies that can see you have advantage\r\nagainst being frightened or charmed as well.\r\n[br]\r\n[b]Polyglot[\/b]\r\nYou learn three additional languages. You also gain one\r\nadditional language every three levels from now on.\r\n[br]\r\n[b]Possible Sociopath[\/b]\r\nYou have resistance to psychic damage, as well as having\r\nadvantage on saving throws against any effect that would\r\nsense your emotions or read your thoughts.\r\n[br]\r\n[b]Veneer[\/b]\r\nA disguise kit is only the beginning;\r\noutside of clothing and make-up, you\r\ncan now alter your voice and mannerisms. You can also mimic specific people. If attempting a generic person,\r\nthe disguise is near flawless (you have\r\nadvantage on the disguise kit). Regardless if you are mimicking a specific or\r\ngeneric person, if your ability check to\r\ncreate a visual disguise is less than your\r\nCharisma saving throw DC, you can\r\nuse that instead.\r\n[br]\r\n[b]Winning Smile[\/b]\r\nBefore making a skill check for a skill\r\nyou are proficient with, you can instead\r\nset your roll to your ability score.\r\nWhen you use winning smile, you cannot use it again until you finish a long\r\nrest. You can select winning smile a\r\nsecond time and gain a second use before finishing a long rest.\r\n[br]\r\n[br]\r\n[b][u]HUSTLE POOL[\/u][\/b]\r\nYou are a born talker and love to debate, regardless if its versus friends,\r\nenemies, or entities. Starting at 2nd\r\nlevel, you can alter the natural result of\r\nany d20 roll you make. You gain a pool equal to double\r\nyour Charisma modifier, and can pull from said pool to\r\nalter the result of a d20 roll you just made. Your hustle\r\npool refills after you finish a long rest.\r\n[br]\r\n[br]\r\n[b][u]ARCHETYPE[\/u][\/b]\r\nAt 3rd level, you choose an archetype from the archetype\r\nchapter. The archetype you choose grants you features\r\nat 3rd level and again at 7th, 11th, 15th, and 18th level.\r\n[br]\r\nAdditionally, you can forego your archetype selection at 3rd level and gain an additional Way of Protagonist trait at each of the above levels.\r\n[br]\r\n[br]\r\n[u][b]ABILITY SCORE IMPROVEMENT[\/b][\/u]\r\nWhen you reach 4th level, and again at 8th, 12th, 16th, and\r\n19th level, you can increase one ability score of your\r\nchoice by 2, or you can increase two ability scores of\r\nyour choice by 1. As normal, you can\u2019t increase an ability\r\nscore above 20 using this feature.\r\n[br]\r\n[br]\r\n[u][b]MAKE THEM FLINCH[\/b][\/u]\r\nStarting at 13th level, you can force a creature that made\r\na Charisma saving throw you imposed to re-roll. When\r\nyou use this feature, you cannot use it again until you\r\nfinish a long rest. If the target still succeeds on the saving throw, you recover the use of make them flinch but\r\ncannot use it against the same target until you finish a\r\nlong rest.\r\n[br]\r\n[br]\r\n[u][b]AUTOMATIC IMPROVISATION[\/b][\/u]\r\nYou are really good at giving the illusion that you know\r\nwhat you are doing. At 6th level, you can spend a Hit\r\nDie as a bonus action to gain proficiency with a tool for\r\none minute (including musical instruments). At 20th\r\nlevel, this improves, and you have proficiency with all\r\ntools. ","subclasses":"","tabledata":"","tags":"Ultramodern5, Face, Foundation, Brayden's Campaigns, Class,","templateId":"25","blockId":"501643","world":"","isShared":"on"}