Bard
Base Class: Bard

This is a powerful class in role play heavy campaigns. It allows you to calm raging foes, and sometimes outright end a combat encounter. This class would not be welcome in a combat heavy group, as using Diplomancy on the battlefield to end combat might severely irritate your bloodthirtsy allies.

Calm Down

Once per day, as an action, you may force a creature that is raging or berserk to make a Charisma saving throw. [DC 10+CHA+PROF] on a failed save, their rage/berserk status ends.

Diplomancy

Once per day, you may cast Diplomancy. All creatures within a 120 ft radius, including allies, must make a Charisma saving throw. [DC 10+CHA+PROF] On a failed save, they become intangible for 10 minutes. Despite being intangible, they are still visible, and still able to talk out their problems. They are unable to attack or be attacked during this time. Creatures whose CR is higher than your level are immune to this effect. 

Peace Nuke

Stomp your foot on the ground and shout "Enough!". All hostile enemy creatures within a 300 ft radius must make a Charisma saving throw.  [DC 10+CHA+PROF] On a successful save, they take 6d6 psychic damage, with no save against damage. on a failed save, they fall unconscious, and take no damage. They are unconscious for 8 hours, until they take damage, or until a someone spends an action to wake them up. Creatures whose CR is higher than your level are immune to this effect, and simply take damage with no save.

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