Base Class: Fighter
You learn the ability to taunt and harass your enemies with your words. You know words can cut deeper than any weapon, but sometimes they can invite a different kind of trouble as well.
Diplomacy
When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called diplomacy dice.
Maneuvers. You learn three maneuvers of your choice, which are detailed under “Maneuvers” below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.
You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
Diplomacy Dice. You have four superiority dice, which are d8s. A diplomacy die is expended when you use it. You regain all of your expended diplomacy dice when you finish a short or long rest.
You gain another diplomacy die at 7th level and one more at 15th level.
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Charisma modifier
Wordsmith
At 3rd level, you gain proficiency in Persuasion and Deception. If you have proficiency in any or both of these skills, you gain expertise in that skill.
Maneuvers
The maneuvers are presented in alphabetical order.
Analeptic Alliance
Expend a diplomatic dice as an action, to give upto six of your allies within 30 ft. temporary hp of the amount rolled on your Diplomacy Dice. The ally must be able to hear you to gain this bonus.
Barter Ballistics
As an action, expend one diplomacy dice and force a hostile target to make a Wis Saving throw. On a fail, the target spends its turn giving you its weapons. You must have proficiency in the weapon you receive to use the weapon so acquired. If the weapon requires attunement, you may only use the weapon’s attunement benefits after attuning to it. This maneuver has no effect on natural weapons or cursed weapons.
Commanding Presence
When you make a Charisma (Intimidation / Persuasion / Deception) roll, you may expend one Diplomacy dice and add the roll to the ability check.
Condemn the Cronies
When faced with more than one hostile creature, you can convince one of them to turn against their allies for a turn. Expend a diplomacy dice as an action and utter words of confusion as you choose a hostile target to make an Intelligence Saving throw. On a failure that target spends its turn attacking its allies.
Deflect Delegation
Choose a point within 30 ft and spend a diplomacy dice as an action to taunt all creatures hostile to you who can hear you within 15 ft radius of that point. The creatures must succeed on a Wisdom Saving Throw, or use their turn moving towards that point and cannot take any actions on their turn.
Don't Tell Me What To Do
As a reaction, if you are the target of a charm spell, you can expend one diplomacy dice and add the roll from your Diplomacy Dice to your saving throw. You may add the value of the Diplomacy Dice roll for any subsequent saves against the same ongoing charm spell on subsequent turns. Once you successfully save against the spell, you can no longer gain the benefit of the Diplomacy Dice rolled.
Emissary
As a reaction, expend one diplomacy dice to force an ally to move up to thirty feet in the direction of another ally (including yourself) without provoking any attacks of opportunity.
Forced Alliance
Spend one diplomacy dice to force a hostile creature to become your ally. As an action, choose a target that can hear you within 30 ft. The creature makes a Wisdom Saving Throw, and on a fail becomes charmed by you for 1 minute. While the creature is charmed, it regards you as a friend and cannot take any action to harm you or your allies. The charm lasts for the duration or until the charmed creature takes damage from you or your allies. At the end of the charm effect, the creature knows it was charmed by you.
Goading Goodwill
As a reaction, you can expend one diplomacy dice to impose disadvantage on any Charisma based checks made by a creature
Hear My Roar
When an ally you can see within 30 ft. of you is the target of any spell, you can use your reaction to spend your diplomacy dice to fill your ally with the confidence needed to face all dangers. Roll your diplomacy dice and your ally gains a bonus on all saves by the amount rolled till the start of their next turn. The bonus to save may be applied to the triggering spell as well, provided you spend your diplomacy dice prior to the DM announcing the result of your ally's roll.
I Got This
When you attempt any skill check in which you have no proficiency, spend 1 diplomacy dice and add the value of the diplomacy dice rolled to your ability check.
I Said Run
Spend one Diplomacy dice as a Bonus Action to increase the walking speed of yourself and allied creatures within 30 ft of you by an additional 15 ft. This feature affects only those allies who were within range when you activate it, and lasts till the start of your next turn
I'm Being Perfectly Civil Right Now
At the start of your turn, if you have not dealt any damage to a hostile creature, you can spend a Diplomacy Dice as a bonus action to get advantage on all your attacks till the start of your next turn.
Intervention
Spend a diplomacy dice as a Bonus Action to aid your ally in ending a condition that is currently affecting them. You can only target allies who are affected by the Blinded, Charmed, Deafened, Frightened, Incapacitated or Paralysed conditions. Roll your Diplomacy Dice, along with some inspirational words. Your ally immediately uses their reaction to roll a save against the ongoing condition and they add the value of your diplomacy die roll. If they do not have a reaction, the next time they make the save against the ongoing condition, they can choose to add the value of your diplomacy die roll.
Just Give Up Already
After you have attacked at least one hostile creature, you can spend one Diplomacy Dice as a Bonus Action to command any one of the creatures you attacked to stop being hostile towards you. Roll the Diplomacy Dice. If the creature takes no action to harm you or your allies on its turn, you gain HP equal to the dice rolled. If the creature spends its action in trying to harm you or your allies, you may subtract the diplomacy dice roll from the creature’s attack or add the diplomacy dice roll to a saving throw made by you or any of your allies who is the target of the creature’s spells.
Know Your Enemy
When you roll an Intelligence (History) or Intelligence (Investigation) check to learn more information about a creature that is hostile to you, you may spend a diplomacy dice and add the number rolled to the ability check. The next time you face the creature in battle, you gain advantage on your first attack against this creature.
Look At The Bigger Picture
When you roll an Insight check against a creature that is hostile to you, you can expend a diplomacy dice and add the number to your roll. When you expend the diplomacy dice in this way, on a successful Insight roll, the DM will provide you with information on ways for you to turn the creature from being hostile against you to being friendly towards you. If the creature is incapable of being friendly towards you, the DM will let you know.
Mimicry
As an action, you can create a social distraction by expending one diplomacy dice. This diversion can be to create a commotion or ask for help or mimic the voice of a superior. Any hostile creature within a 30 ft. radius must make an insight check against a contested Charisma (Deception) check. On a fail by the hostile targets, your allies can add the diplomacy dice roll to their next stealth or sleight of hand checks, upto a duration of 10 minutes.
Mounting Tensions
Choose a point within 30 ft that you can see and spend a diplomacy dice as an action to taunt all creatures hostile to you within 15 ft radius of that point. Roll your diplomacy dice. All targeted creatures make a Charisma save. If they fail, all attacks they make till the end of your next turn against you or your allies will be deducted by the value of the diplomacy dice. Any attacks by you or your allies against the targets who failed, will be boosted by the amount of your diplomacy dice roll
My Bark Is Worse Than My Bite
You can spend a Diplomacy Dice as a Bonus Action to add your Charisma modifier to all your attacks and damage rolls till the start of your next turn
Override Orders
When a target gives non magical orders to anyone within 60 feet of you, you can expend a diplomacy dice, as a reaction, to negate those orders by rolling a contested Charisma (Persuasion) check with the target. You can add your diplomacy dice roll to the contested check.
Steadfast Sincerity
You can expend one diplomacy dice as a reaction and reduce it from an opposing insight check against you
Diplomatic Immunity
You gain enough power and influence that harming you will cause a social nightmare. You may spend an action by proclaiming your stature in society to activate this feature once per short rest. When activated, the diplomatic immunity lasts for 1 minute, or unless you drop it earlier as a free action. For the duration of this feature, any creature that tries to attack you with a melee or ranged attack or a spell attack must make a Wis save, and on a fail it loses its attack. On a success, the target can attack you with disadvantage. If you harm any creature when this feature is activated, that creature need not make a WIS save to attack you or cast spells against you. When activated, this feature does not count as a charm effect for the purposes of Immunity. Creatures who are unable to understand any language are unaffected by the effects of this feature.
Improved Diplomacy
At 10th level, your diplomacy dice turn into d10s. At 18th level, they turn into d12s.
We are better than you
As a bonus action you can activate a commanding aura around you through your inspiring words. You and all your allies within 30 ft of you gain a bonus equal to your Cha modifier to all attacks and saves till the start of your next turn. You can use this feature twice. Once you use this feature, you regain expended uses at the end of a long rest.
Extended Diplomatic Immunity
When you activate Diplomatic Immunity, it benefits you and all your allies that you can see while they are within 20 ft. of you. If any of your allies who are within range harm a hostile creature, that creature need not make a Wisdom save to target anyone who was being protected by Diplomatic Immunity.
Improved Diplomacy
At 18th level, your diplomacy dice turn into d12s.
Violate Verity
You have gained notoriety for your words and what happens when your words are not heeded. If you are out of diplomacy dice when you roll initiative, you gain one diplomacy dice.
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