Envoy
Foundations | |
Required Abilities | Dex, Kno, Per |
Axiom | Servant |
Affinity | Arcane |
Spell Casting | Wis |
Spell Attack | Kno |
Saving Throws | Dex, Kno |
Hit Dice | D8 |
HP @ Lvl 1 | Your Con Modifier + 1d8 or 5. |
HP @ Higher Lvls | Your Con Modifier + 1d8 / Level After 1st |
Introduction
There are those in the world who know that the greatest skill is always tested in the greatest arena.
No Arena is as fraught with risk to life and limb, is as malleable and fluid in the ways and means by which it operates, as the Arena of the Hall.
The Corsairs may take their little gangs and their run things underground, but when it comes to doing the dirty work above the boards, there is only one place that everyone turns: The Envoys.
Spies, they call us. Assassins. Then they remember that we are also the Confidants, the Couriers, the Ambassadors, the doers of things that they cannot be caught doing or will not do themselves but still need done. We deal openly and honestly and honorably. They just don’t always know how to handle it.
The planted rumor. The small frame. The touch of bribery or blackmail. Those are the best weapons. We opt for battle only when we have our opponents mousetrapped. At least ideally. We Envoys are not enthusiastic fighters. We yell a lot about not letting our spy get hurt. Sneaky makes this all work. We want them to believe their ranks, their side, their team are shot with informers. That hamstrings their communications and decision-making and makes life less chancy for us.
It is the Envoy against the world. Thus, it has been and ever will be. But not all can be held or averred by trickery when it looks like the end has come. No one will sing songs in our memory. We are our only mourners.
Role
Proficiencies | |
Skills (Pick 3) | Deception, Insight, Intimidation, Investigation, Persuasion, Stealth, Evasion, Culture, History, Eavesdrop, Distract, Counsel, Diplomacy, Etiquette, |
Spell Proficiency | Simple, Rudimentary, Intermediate |
Armor Training | Standard, Light |
Weapon Training | Simple, Common |
In the world at large, Envoys serve as diplomats, couriers, ambassadors, confidants, advisors, and consultants. Envoys are social strategists, the people whose skill and training exists to keep pieces on a board and perpetuate the game more often than win it, for the goals they have are always those of the people who hire them.
Envoys who are not hired by the wealthy or nobility often serve as aides to those they are working with, acting to ensure that movement through a city is without problem, and to provide knowledge of customs and small details that help greatly. Envoys are often looked at as being less than useful by many, as they are thought to be somewhat useless in the typical fray of battle, despite their gifts giving them an advantage that few others can do, particularly in dark places and at night, where their skills and talents are at their peak.
This makes them not front-line warriors, but rather mobile support that has the ability to free up others when a battle is at a key point.
Fortes
Shadow Arts
Through the secret arts of the Envoys gained in your training, you can duplicate the effects of certain spells.
1st Level: As a single Action, you can spend 1 Mana Point to cast: Chill Touch, Message, Minor Illusion Cantrip.
5th Level: As an Action, you can spend 2 Mana Point to cast: Pass Without Trace, Darkness, Silence.
9th Level: As an Action, you can spend 3 Mana Point to cast: Hypnotic Pattern, Nondetection.
13th Level: As an Action, you can spend 4 Mana Point to cast: Confusion, Phantasmal Killer.
17th Level: As an Action, you can spend 5 Mana Point to cast: Enervation.
You can only do this a number of times equal to your proficiency bonus between long rests.
Shadowsliding
Shadowcloak
At 1st Level, you have the ability to enshroud yourself and an area up to 1 foot in radius per level from you in a deep, dark shadow that will block all sight and vision, much like a darkness spell. This ability manifests defensively and seems to flow out from your pores. It does not dampen sound, smell, taste, or touch, only sight, and will burn away under intense light. It requires there to be a shadow nearby to work.
You can do this once per day for each Degree of Mastery and regain the ability to do so when you finish a long rest.
At 5th Level, you have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light. As an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell.
At 9th Level, you can begin to bring one person per degree of Mastery along with you as you cloak yourself in shadows.
At 13th Level, You can draw on the mystical power of night to rise into the air. As a bonus action when you are in dim light or darkness, you can magically give yourself a flying speed equal to your walking speed for 1 minute. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Shadow-bind
At 9th Level, you can step upon opponent’s shadow and pin them in place for a number of rounds equal to your proficiency bonus, preventing them from moving during their turns.
Shadow Step
At 5th Level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.
At 13th Level, you can bring one additional person per degree of mastery into the shadowstep with you.
At 17th Level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can magically teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.
Presence Requesting
Insight
Starting at 5th Level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
Knowledge score
Wisdom score
Perception Score
Charisma score
Class levels (or Challenge Rating)
Degree of Mastery
At the DM’s option, you might also realize you know a piece of the creature’s history or one of its personality traits, if it has any.
Infiltration Expertise
Starting at 9th Level, you can unfailingly create false identities for yourself. You must spend seven days and 25 gp to establish the history, profession, and affiliations for an identity. You can’t establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official-looking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants.
Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to.
Impostor
At 13th Level, you gain the ability to unerringly mimic another person’s speech, writing, and behavior. You must spend at least three hours studying these three components of the person’s behavior, listening to speech, examining handwriting, and observing mannerisms.
Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.
Problem Solving
Assassinate
Starting at 1st Level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.
Death Strike
Starting at 17th Level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.
Apprenticeship
Starting Gear | |
Gear | Small Backpack, Tinderbox, Large Sack, 30’ Rope, Waterskin |
Tools or Kit | Choose 1: Burglary, Forgery, Poisonry, Postal, Catographer, Inkery, Papery, Scholar, Scribe, Diplomat, Disguise |
Focus | Choose one |
Armor | One Standard |
Weaponry | Two Common Ranged , One Simple Melee |
Wealth Bonus | 35 |
Envoys are trained one on one, having been chosen by a mentor who takes them under their wing and has them act as a servant such as a valet, handmaid, or footman, and acting as an extension of the Master. Envoys do not take training from anyone less than a Master, and so have learned some significant skills by the time they are released from the service and training and will have forged some sort of bond with their master.
It is important to note that Envoys are spies, and operate in a shadowy realm of secrets, words, actions, and the ever-conscious use of power and influence – subtlety is a key aspect to Envoys who often will disguise themselves as something else.
As a result, trust is a must for Envoys – being able to trust someone is a key driver of their willingness to be open and relax, for one never knows where the blade in the dark may come from, and all Envoys know that even their own Master could one day be the one wielding it.
At the same time, however, to be a good Envoy, one must possess tremendous romanticism and deep and abiding idealism and have a desire to trust others – for without those things, they would be paralyzed and unable to function. This is often the thing that Envoys spend the greatest amount of time learning, for these are the underlying skills that allow them to avoid the use of problem solving, since that always creates problems itself, and is always done as a last ditch effort, never a go to resort in the halls and corridors of power; discovery of a dead noble or influential merchant requires a great deal of planning or it will inevitably come back upo9n the Envoy as it always their employers who will come under the eye of justice.
Envoys are also aware of a dark truth that most people are not aware of: The Agency employs Envoys, specifically for the purpose of identifying other Envoys and collecting evidence of a crime. As people who occasionally turn to the darker side, they are far more aware than others of the consequences – which for Envoys are never easy or gentle.
Aspects
Orders
At 1st Level, you can choose 1 First Order.
At 9th Level, you can choose 1 Second Order, or 2 First Orders.
At 17th Level, you can choose 1 Third Order, or 2 Second Orders, or 3 First Orders
Precepts
At 3rd Level, you can choose one aspect from the Postulant list.
At 7th Level, you can choose one aspect from the Initiate list, or one aspect from the Postulant list.
At 11th Level you can choose one aspect from the Member list, or one aspect from the Initiate list, or one aspect from the Postulant list.
At 15th Level you can choose one aspect from the Hieros list, or one aspect from the Member list, or one aspect from the Initiate list, or one aspect from the Postulant list.
At 19th Level you can choose one aspect from the Alumni list, or one aspect from the Hieros list, or one aspect from the Member list, or one aspect from the Initiate list, or one aspect from the Postulant list.
Maxims
At 4th Level, you can choose one Dedicated Maxim.
At 8th Level you can choose one Persistent Maxim or one Dedicated Maxim.
At 12th Level you can choose one Zealous Maxim or one Persistent Maxim or one Dedicated Maxim.
At 16th Level you can choose one Unyielding Maxim or one Zealous Maxim or one Persistent Maxim or one Dedicated Maxim.
At 20th Level you can choose one Absolutist Maxim or one Unyielding Maxim or one Zealous Maxim or one Persistent Maxim or one Dedicated Maxim.
Esoterica
At 2nd Level, you can choose one aspect from the Postulant list.
At 6th Level, you can choose one aspect from the Initiate list, or one aspect from the Postulant list.
At 10th Level, you can choose one aspect from the Member list, or one aspect from the Initiate list, or one aspect from the Postulant list.
At 14th Level, you can choose one aspect from the Hieros list, or one aspect from the Member list, or one aspect from the Initiate list, or one aspect from the Postulant list.
At 18th Level, you can choose one aspect from the Alumni list, or one aspect from the Hieros list, or one aspect from the Member list, or one aspect from the Initiate list, or one aspect from the Postulant list.
Mysteries
Affinity | Axiom | Cipher | Manifestation | Orgone |
Arcane | Servant |
| Circle | Mana |
Affinity Score | Axiom Score | Spell | Spell Book | Focal |
Kno | Wis | Spell | Grimoire | Wand, Rod, Staff |
Spell Level | Spell Point Cost | Actions to Cast |
Cantrips / 0 | 1 | 1 |
1 Level Spells | 3 | 1 |
2 Level Spells | 5 | 2 |
3 Level Spells | 8 | 2 |
4 Level Spells | 12 | 3 |
5 Level Spells | 14 | 3 |
At 5th Level, you can choose 1 Simple Mystery.
At 13th Level, you can choose 1 Rudimentary Mystery, or 1 Simple Mysteries.
At 17th Level, you can Choose 1 Intermediate Mystery, or 1 Rudimentary Mysteries, or 2 Simple Mysteries.
Mana Stored & Spells Per Level
Complexity -> | Mana Stored | Simple | Rudimentary | Intermediate | ||||
---|---|---|---|---|---|---|---|---|
Mastery | Level | Cantrip | 1st Level | 2nd Level | 3rd Level | 4th Level | 5th Level | |
Novice | 1 | 10 | 3 | |||||
2 | 20 | 4 | 1 | |||||
3 | 30 | 4 | 1 | |||||
4 | 40 | 4 | 2 | 1 | ||||
Yeoman | 5 | 50 | 5 | 2 | 1 | |||
6 | 60 | 5 | 3 | 2 | 1 | |||
7 | 70 | 5 | 3 | 2 | 1 | |||
8 | 80 | 6 | 4 | 3 | 2 | 1 | ||
Adept | 9 | 90 | 6 | 4 | 3 | 2 | 1 | |
10 | 100 | 6 | 5 | 4 | 3 | 2 | 1 | |
11 | 110 | 7 | 5 | 4 | 3 | 2 | 1 | |
12 | 120 | 7 | 6 | 5 | 4 | 3 | 2 | |
Master | 13 | 130 | 7 | 6 | 5 | 4 | 3 | 2 |
14 | 140 | 8 | 7 | 6 | 5 | 4 | 3 | |
15 | 150 | 8 | 7 | 6 | 5 | 4 | 3 | |
16 | 160 | 8 | 8 | 7 | 6 | 5 | 4 | |
Grand Master | 17 | 170 | 9 | 8 | 7 | 6 | 5 | 4 |
18 | 180 | 9 | 9 | 8 | 7 | 6 | 5 | |
19 | 190 | 10 | 9 | 8 | 7 | 6 | 5 | |
20 | 200 | 10 | 10 | 9 | 8 | 7 | 6 |
Proficiencies
At 2nd Level, you gain 2 proficiency slots.
At 6th Level, you gain 2 proficiency slots.
At 10th Level, you gain 3 proficiency slots.
At 14th Level, you gain 2 proficiency slots.
At 18th Level, you gain 2 proficiency slots.
Ability Score Increases
At 3rd Level, You gain 2 points.
At 7th Level, You gain 2 points.
At 11th Level, You gain 3 points.
At 15th Level, You gain 2 points.
At 19th Level, You gain 1 point.
Leveling Table
Level | Mastery | Prof Bonus | Skill | Forte | ASI | Maxims | Precepts | Mysteries | Orders | Esoterica |
---|---|---|---|---|---|---|---|---|---|---|
1 | Novice | 0 | Yes | Simple | First | |||||
2 | 0 | Yes | Yes | |||||||
3 | 0 | Yes | Yes | |||||||
4 | +1 | Yes | Rudiments | |||||||
5 | Yeoman / Doyen | +1 | Yes | Second | ||||||
6 | +1 | Yes | Yes | |||||||
7 | +1 | Yes | Yes | |||||||
8 | +2 | Yes | Medial | |||||||
9 | Adept | +2 | Yes | Third | ||||||
10 | +2 | Yes | Yes | |||||||
11 | +2 | Yes | Yes | |||||||
12 | +3 | Yes | Advanced | |||||||
13 | Master | +3 | Yes | Fourth | ||||||
14 | +3 | Yes | Yes | |||||||
15 | +3 | Yes | Yes | |||||||
16 | +4 | Yes | Expert | |||||||
17 | Grand Master | +4 | Yes | Fifth | ||||||
18 | +4 | Yes | Yes | |||||||
19 | +4 | Yes | Yes | |||||||
20 | +5 | Yes |