Socialite

Socialite

"Socialite" is a term used for individuals who perform in front of audiences. It is a general term that could be applied to singers, dancers, musicians, acrobatics, and even politicians. Whatever the career choice, socialites are always the center of attention. 

LevelProficiency BonusFeaturesTechnology Carrying CapacityTechnology ChargesMax Complexity Level
1st+2Inspiration, Tech-Weaving521
2nd+2Jack of All Trades641
3rd+2Specialization, Linguist, Font of Inspiration761
4th+2Ability Score Improvement871
5th+3Inspiration (d8), Expertise982
6th+3Specialization Feature1082
7th+3Countercharm1192
8th+3Ability Score Improvement1292
9th+4Grovel, Cower, and Beg13103
10th+4Inspiration (d10), Expertise14103
11th+4Specialization Feature15113
12th+4Ability Score Improvement16123
13th+4Peerless Skill17134
14th+4Ability Score Increase18144
15th+5Inspiration (d12)19154
16th+5Ability Score Improvement20164
17th+6-21175
18th+6Ability Score Increase22185
19th+6-23195
20th+6Superior Inspiration24205

Class Features

As a Socialite, you gain the following class features

Hit Points
Hit Dice: 1d8 per Socialite level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 4) + your Constitution modifier per level after 1st

Proficiencies
Armor: Light Armor
Weapons: Simple ranged weapons, simple melee weapons, vibroswords
Tools: Three musical instruments of your choice

Saving Throws: Charisma, Intelligence
Skills: Choose any three

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

  • (a) a vibrosword or (b) a simple ranged weapon
  • elegant clothing
  • two instruments of your choice.
Technology

At 1st level, you gain the ability to craft prototype items from schematics you draft.

Low-Charge Technology

At 1st level, you have access to two low-charge technology abilities of your choice from the technology ability list. You obtain additional low-charge technology of your choice at higher levels, as determined by the technology carrying capacity column.

Charged Technology

The Socialite table shows a max charge level that dictates the highest charge level ability you may learn. To weave one of these charged technologies, you must expend a charge of the technologies charge level or higher. You regain all expended technology charges when you finish a long rest.

For example, if you know the 1st level technology ability Acid Spray and have two charges available, you can cast Acid Spray at either a +1 or +2 charge level.

Technology Charge Levels

Upon reaching level 3, you may know three 1st-level technology abilities of your choice from the technology ability list.

The Technology Charges column of the Socialite table shows when you learn more technology abilities of your choice. Each of these technology abilities must be of a level for which you have charges. For instance, when you reach 5th level in this class, you can learn one new technology of low, 1st, or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the technologies you know and replace it with another technology from the technology ability list, which also must be of a level for which you have charges.

Tech-Weaving Ability

Charisma is the tech-weaving ability for your technologies. You use your Charisma whenever a technology ability refers to your tech-weaving ability. In addition, you use your Charisma modifier when setting the saving throw DC for a technology ability you weave and when making an attack roll with one.

Tech save DC = 8 + your proficiency bonus + your Charisma modifier

Tech attack modifier = your proficiency bonus + your Charisma modifier

Inspiration

Also at 1st level, you can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Inspiration die, a d6.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Inspiration die is rolled, it is lost. A creature 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) plus 2. 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.

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.

Career Specialization

When you reach 3rd level, you decide on social path best suited to your skills. Choose between Entertainer and Politician, both detailed at the end of the class description.

Linguist

Also at 3rd level, your social interactions with a variety of species has paid off. You may select 3 new languages that you can now speak, read, and write.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 14th, 16th, and 18th 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.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Expertise

Beginning when you reach 5th, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Font of Inspiration

Also at 5th level, you regain all expended Inspiration die when you finish a short rest.

Countercharm

At 7th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures cannot be frightened or charmed and if those individuals are presently under those effects, they are not any longer. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required). You can use this feature an amount of times equal to your Charisma modifier (minimum 1). All uses are regained after a short rest.

Grovel, Cower, and Beg

At 9th level, you may remove an inspiration die from an ally as an action in order cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you.

Expertise

At 10th level, choose one more of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Peerless Skill

Starting at 13th level, when you make an ability check, you can expend one Inspiration die. Roll the 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 DM tells you whether you succeed or fail.

Superior Inspiration

At 20th level, when you roll initiative and have no uses of Inspiration left, you regain one use.

 

Acrobat

Elegant Defender

Beginning when you pick this specialization at the 3rd level, your elegant maneuvering excels at defending allies in combat. You gain proficiency in acrobatics, if you are not already. Additionally, after dealing damage to a creature you have advantage on taunt rolls against them. Lastly, you gain an initiative bonus equal to your constitution modifier.

Flexible Inspiration

Also at 3rd level, you learn to inspire others in battle. A creature 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 creature, 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.

Nimble Combatant

Lastly at 3rd level, your expertise in acrobatics garners certain benefits while in combat:

  • While you are not wearing any armor, your Defense Rating equals 12 + your inspiration die.
  • Your speed increases by 10 feet while you aren’t wearing any armor.
  • You can expend Inspiration die to reduce damage you receive by the amount rolled.
Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Flawless Form

Starting at 11th level, whenever a creature hits with an attack against a creature within 5 feet of you, you can use your reaction and expend a Inspiration die to force them to hold back, reducing the damage dealt by the attack by half.

Showman

Beginning at 14th level, you are a masterful showman of your craft, you receive the following benefits:

  • Your climb speed is equal to your walking speed.
  • You are unaffected by difficult terrain.
  • You only take fall damage from heights greater than 30 feet.
  • Attacks of Opportunity are made with disadvantage against you.

 

Entertainer

Performance of Rest

You can expend a Inspiration die as a bonus action to use soothing music or elegant dancing to help revitalize your wounded allies. All allies in a 20 ft radius centered on your performance regain hit points equal to the number you roll.

Enthralling Performance

At 3rd level, your performances are seductive.

If you perform for at least 1 minute, you can attempt to inspire wonder in your audience by singing, reciting a poem, or dancing. At the end of the performance, choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you. While charmed in this way, the target idolizes you, it speaks glowingly of you to anyone who talks to it, and it hinders anyone who opposes you, although it avoids violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies.

If a target succeeds on its saving throw, the target has no hint that you tried to charm it.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Flourish

Also at 3rd level, you learn to perform elegant 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 creature, you can use one of the following Flourish options of your choice. You can use only one Blade Flourish option per turn.

Defensive Flourish. You can expend one Inspiration die 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 DR until the start of your next turn.

Slashing Flourish. You can expend one Inspiration die to cause the weapon to deal extra damage to the target you hit and to any other creature 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 Inspiration die 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.

Masterful Flourish

Starting at 11th level, whenever you use a Flourish option, you can roll a d6 and use it instead of expending a Inspiration die.

Unparalleled Beauty

At 14th level, whenever any creature tries to attack you for the first time on a turn, the attacker must make a Charisma saving throw against a performance roll you make. On a failed save, it can’t attack you on this turn, and it must choose a new target for its attack or the attack is wasted. On a successful save, it can attack you on this turn.

 

Politician

Bonus Proficiencies

Beginning when you join the ranks of a Politician, you gain proficiency with an additional three skills of your choice.

Words of Terror

Also at 3rd level, you learn to inspire terror through the use of innocent-seeming words and political power.

If you speak to a humanoid alone for at least 1 minute, you can attempt to seed paranoia in its mind. At the end of the conversation, the target must succeed on a Wisdom saving throw against your spell save DC or be frightened of you or another creature of your choice. The target is frightened in this way for 1 hour, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged.

If the target succeeds on its saving throw, the target has no hint that you tried to frighten it.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Undeniable Logic

Finally at 3rd level, you can spin words into a knot of reasoning that can be encouraging or impossible to follow.

As a bonus action, you can expend one Inspiration die. When you do so, choose a creature you can see within 60 feet of you that can hear you, then roll your Inspiration die and choose one of the following:

  • The creature takes mind damage equal to the number you roll on the Inspiration die plus your proficiency bonus, and the creature must succeed on an Intelligence saving throw against your spell save DC or have disadvantage on the next saving throw it makes before the end of your next turn.
  • The creature regains hit points equal to the number you roll on the Inspiration die plus your proficiency bonus, and the creature has advantage on the next saving throw it makes before the end of your next turn.
Sharp Tongue

Starting at 6th level, you can talk your way out of almost any situation. You have advantage on Charisma saving throws. Also, whenever you would make a saving throw other than Charisma, you gain a bonus equal to your Charisma modifier.

Infectious Inspiration

At 11th level, when a creature adds one of your Inspiration dice to its ability check, attack roll, or saving throw and the roll fails, the creature can keep the Inspiration die.

In addition, when a creature adds one of your Inspiration dice to its ability check, attack roll, or saving throw and the roll succeeds, you can use your reaction to encourage a different creature (other than yourself) that can hear you within 60 feet of you, giving it a Inspiration die without expending any of your current Inspiration die. You can use this reaction a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Great Speaker

Upon reaching 14th level, your public speaking turns most into puttee in your hand. Add 4 to your Charisma score up to a maximum of 24.

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