Rogue: Propagandist

by bedir than

Search GM Binder Visit User Profile

Rogue: Propagandist

Rebel and Pamphleteer

You rose from the underbelly of empire to demand a better life for all. Your pamphlets and speeches can inspire hope, or fear. Whether from the soapbox or via pamphlet your proclamations turn the tides of rebellion.

Propagandist Features

Level Ability
3rd Wordsmith, Rabble Rousing
9th Proclamations
13th Grand Voice
17th Master Essayist

Wordsmith

When you choose this archetype at 3rd level you gain proficiency with caligrapher's tools, printing press, two skills from the following list -- history, investigation, insight, deception, persuassion. In addition you learn one language of your choice. At 6th level you may choose to have expertise in Printing Press.

Rabble Rousing

Your words inspire rebellion. You are able to summon a Swarm of Commoners. These commoners are allied with your cause, but are not willing to die for it. You lose an active Sneak Attack die for each use of this ability per long rest. The dice used determine how big the Swarm of Commoners is. The Swarm of Commoners has advantage on saves versus fear and are considered under the effects of the Charmed condition.

Proclamations

You can issue up to three proclamations per long rest. These proclamations gain bonuses that are equal to the number of Sneak Attack dice you have available at the time of proclamation. Their influence extends to a number of subjects determined by the proficiency bonus in the skill or tool used to deliver the proclamation. A tool would use intelligence (i.e. a 9th level Propagandist with an INT of 14 issuing a Proclamation of Safe Haven via a pamphlet would grant 6 readers the benefits of Safe Haven. The proclamation can be delivered via speech (10 minutes Persuassion, Deception, Performance), pamphlet (Printing Press), or cartoon (Caligrapher's Tools). Proclamations that require a save do so against a DC determined by 8 + Profeciency in delivery method.

A full list of proclamations is included at the end of this document.

Grand Voice

Beginning at 13th level your words can rally your allies. You can use a Bonus Action to grant an ally an extra saving throw to escape the effects of the following conditions -- Charmed, Frightened, Stunned. At 17th level you may also remove one level of Exhaustion, up to level 4. You may only remove one level of Exhaustion in this manner.

Master Essayist

The strength of your words lasts. At 17th level any of your Proclamations (except Safe Haven) issued using a Printing Press grant their benefits/disadvantages until the subject takes a short rest.

Printing Press (tool)

These are the necessary tools to create pamphlets, books, and playbills. The press itself is too large for adventuring, but you would still have ink, a sheaf of paper, scissors, a few letter blocks and one or two signet blocks.


Swarm of Commoners

Gargantuan, Neutral


  • Armor Class 10
  • Hit Points 96 (24d8)
  • Speed 20

STR DEX CON INT WIS CHA
10 (0) 10 (0) 10 (0) 10 (0) 10 (0) 10 (0)

  • Saving Throws saving_throws
  • Damage Resistances Bludgeoning, Piercing, Slashing
  • Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
  • Senses passive Perception 10
  • Languages Common (or 1 language of a peoples)
  • Challenge Challenge and Xp

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Medium commoner. The swarm can't regain hit points or gain temporary hit points.

Actions

Club. Melee weapon attack: +2 to hit, Reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.

The Swarm of Commoners can be adjusted if made up of a single humanoid race. Usually their weapons are improvised, but in some cases they may all use a specific simple weapon.

Proclamations

  • Unrest - A number of Swarm of Commoners determined by Proclamation subject gain a Proclamation bonus of temporary HPs and gain a bonus to damage rolls.
  • Urgency - Subjects gain a Proclamation Bonus to their next initiative roll.
  • Power - Subjects gain a Proclamation Bonus to their damage rolls during their next combat.
  • Safe Haven - A number of allies equal to active Sneak Attack dice are able to gain the benefits of a short rest.
  • Warning - Subjects fall under the Frightened condition if they fail a Wisdom Save versus Proclamation DC.
 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.