You have been sent out from an insular or remote community as a cultural ambassador to represent your people in the wider world. Trained in the art of negotiation and the artistic and aesthetic traditions of your people, you are well-prepared to learn about other communities and cultures as well as represent your own within their societies.
- Ability Scores: Constitution, Intelligence, Charisma
- Feat: Convincing Inquisitor (Grim Hollow Player's Guide; reskinned as "Convincing Negotiator")
- Skill Proficiencies: Performance and Insight
- Tool Proficiencies: Herbalism Kit
- Equipment: Choose A or B: (A) Quarterstaff, Herbalism Kit, Diplomat's Pack, 6 GP; or (B) 50 GP
You know how to spot a liar, and you can get people to see your way, whether through charm, reasonable arguments, or force of will. You gain the following benefits.
Charming Presence. When you take the Influence action, you don't have Disadvantage on checks to influence Hostile creatures, and you have Advantage on checks to influence Indifferent creatures.
Multiple Paths. You can use any ability modifier when you take the Influence action to make an Intimidation or Persuasion check.
Zealous Insight. When you succeed on a Search action's Wisdom (Insight) check to detect lies or evasive answers, you have Advantage on Initiative rolls involving combat against that creature for 1 hour.
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