Spellcasting. The orator is a 10th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15). It knows the following bard spells, which it requires only verbal components to cast.
Cantrips (at-will): friends, message, thunderclap, vicious mockery
1st level (4 slots): charm person, comprehend languages, sleep, thunderwave
2nd level (3 slots): enthrall, hold person, suggestion
3nd level (3 slots): excite emotions (new), fear, tongues
4th level (3 slots): charm monster, compulsion
5th level (2 slots): dominate person, geas
Disarming Presence. Attacks against the orator have disadvantage and opportunity attacks automatically miss the orator, unless the attacker can't be charmed.
Song of Rest. The orator can perform a song while taking a short rest. Any ally who hears the song regains an extra 1d6 hit points if it spends any Hit Dice to regain hit points at the end of that rest. The orator can confer this benefit on itself as well.
Multiattack. The orator makes one weapon attack and two thundershout attacks.
Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Shortbow. Ranged Weapon Attack: +5 to hit, range 80/ 320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Thundershout. Ranged Spell Attack: +7 to hit, range 90 ft., one target. Hit: 25 (5d8 + 4) thunder damage, and the target must succeed on a DC 15 Strength saving throw or else be pushed 5 feet away and knocked prone. The orator can't make this attack if it can't speak.
Description
Orators are gifted with a magical voice that can be enchanting or loud as thunder. Most orators are well-educated nobility, courtesans, or entertainers who use their charming or insidious talents for their own goals.
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