Emissary Class Features
Emissary Class Art
Emissary
Whirling warriors and cultural icons, Emissary weave combat and artistry together, turning every battle into a dazzling performance that inspires allies and terrifies foes.
1 - Blade Cadence

You gain a pool of Tempo Points equal to your Emissary level + your Charisma modifier. You regain all expended points on a short or long rest.

Tempo Save DC= 8 + your proficiency bonus + your Charisma modifier.

You know three maneuvers:

  • Quickstrike: When you take the Attack action, spend 1 Tempo Point to make a second attack as part of the same action.
  • Gale Step: Spend 1 Tempo Point to Dash or Disengage as a bonus action. Your jump distance doubles this turn.
  • Steel Tempest: When you take the Attack action, spend 1 Tempo Point to deal an additional proficiency bonus number of d8 force damage to the target on hit. As part of the same action, you may teleport up to 30 feet to an unoccupied space within 5 feet of a creature you can see.
6 - Evasion

When you are subjected to an effect that allows a Dexterity saving throw to take half damage, you instead take no damage on a success, and only half on a failure.

11 - Expertise

Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

16 - Storm's Reach

When you use Steel Tempest or Gale Step, you can teleport up to 60 feet.

Emissary Subclasses

Path of the Dragon
Path of the Dragon
Path of the Dragon
Draconic Resilience (1st Level)

You gain proficiency in Intimidation. You learn Draconic if you don’t already know it. Your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Additionally, parts of your skin are covered by a thin sheen of dragon-like scales granting you resistance to one damage type of your choice, and your armor class increases by half your proficiency bonus (rounded down).

Wyrm’s Awareness (3rd Level)

You gain magical and non magical darkvision out to 60 feet, or extend your existing darkvision by 30 feet.

You can add your Charisma modifier to initiative rolls.

Whenever you succeed on a Wisdom (Perception) check, you can spend 1 Tempo Point to learn the creature’s current hit points.

Dragon’s Breath (6th Level)

When you take the Attack action, you can replace one attack with a draconic breath. Spend 2 Tempo Points to exhale destructive energy in a 15-foot cone. Creatures in the area must make a Dexterity saving throw against your Tempo Save DC, taking damage equal to your proficiency bonus × d10 on a failed save, or half as much on a success.

The damage type matches your Draconic Resilience.

Tongue of Scales (10th Level)

You can cast comprehend languages or tongues on yourself by spending 1 Tempo Point, without needing material components.

You also have advantage on all Charisma ability checks made to influence or interact with dragons, dragonkin, and reptilian humanoids such as lizardfolk, sahuagin, yuan-ti, and similar creatures.

Dragon Wings (14th Level)

You gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.

You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Legendary Might (19th Level)

You embody the might of dragonkind:

  • Your Dragon’s Breath cone expands to 90 feet.
  • If you fail a saving throw, you can choose to succeed instead. Once you use this feature, you can’t use it again until you finish a long rest or by expending 2 Tempo Points.
Path of Enlightenment
Path of Enlightenment
Path of Enlightenment
Silver Tongue (1st Level)

You are a master at saying the right thing at the right time. You gain proficiency in the Persuasion and Deception skills.

When you make a Persuasion or Deception check, treat a d20 roll of 7 or lower as an 8.

Negotiator (3rd Level)

You can speak, read, and write all languages.

Additionally, you can add your Charisma modifier to weapon attack damage rolls.

Courtly Performer (6th Level)

You have advantage on Charisma checks made to interact with nobility, leaders, or large audiences.

When you roll initiative, you can spend 1 Tempo Point to grant all allies who can see or hear you a number of temporary hit points equal to your proficiency bonus + your Charisma modifier.

Silver Veil (10th Level)

You can spend 2 Tempo Points to cast charm person, charm monster, or calm emotions without material components. While a creature is charmed by you, you can use a bonus action to force them to attack a creature within their range.

Veiled Mind (14th Level)

You are immune to being charmed or frightened.

Once per long rest, or by expending 2 Tempo Points, when you succeed on a Persuasion, Deception, or Performance check, you can choose a creature that heard you to make a Wisdom saving throw against your Tempo Save DC. On a failed save, the creature is charmed by you for 1 minute. The creature can repeat this saving throw at the start of each of its turns, ending the effect on a success.

Curtain Call (19th Level)

Once per long rest, when combat begins, you can spend 3 Tempo Points to attempt to turn battle into negotiation. All hostile creatures within 60 feet who can hear you must succeed on a Wisdom saving throw against your Tempo Save DC or be unable to attack you or your allies for 1 minute unless attacked first. While affected, creatures can still move and defend themselves, but their hostility is suspended as if compelled to parley.

Path of the Storm
Path of the Storm
Path of the Storm
Storm’s Grace (1st Level)

You gain proficiency in Acrobatics and Performance.

You also learn the shocking grasp and thunderclap cantrips. Charisma is your spellcasting ability for these cantrips, and when you cast them you deal additional damage equal to your Charisma modifier.

Your Steel Tempest can deal force, lightning, or thunder damage (your choice when you use it).

Storm’s Fury (3rd Level)

When a creature hits you with a melee attack, you can use your reaction to cast shocking grasp against the attacker. On a hit, you deal additional lightning damage equal to your Emissary level. If the attacker fails a Strength saving throw against your Tempo save DC, it is pushed up to 20 feet away from you in a straight line.

Chain Lightning Strike (6th Level)

When you hit a creature with your Steel Tempest maneuver, you can spend 1 additional Tempo Point to unleash a surge of lightning. Choose a number of creatures within 30 feet of the target equal to your Charisma modifier (minimum of 1). Each chosen creature must make a Dexterity saving throw against your Tempo save DC, taking the same Steel Tempest damage as lightning on a failed save, or half as much on a success.

Heart of the Storm (10th Level)

You gain resistance to lightning and thunder damage.

In addition, whenever you cast a spell or maneuver that deals lightning or thunder damage, each creature of your choice within 10 feet of you takes lightning or thunder damage (your choice) equal to half your Emissary level (rounded down).

Tempest Speaker (14th Level)

You can cast commune with nature once per long rest without material components. The information you receive manifests as omens in weather, winds, or storms.

You also have advantage on Charisma checks made to influence sailors, nomads, or communities that rely on the weather, who recognize your storm-born aura.

Wind Soul (19th Level)

You gain immunity to lightning and thunder damage, as well as a flying speed of 60 feet.

As an action, you can reduce your flying speed to 30 feet for 1 hour and grant a magical flying speed of 30 feet to a number of creatures of your choice within 30 feet equal to 3 + your Charisma modifier. Once you grant this flying speed, you cannot do so again until you finish a short or long rest.

Path of the Wildheart
Path of the Wildheart
Path of the Wildheart
Ancestral Bond (1st Level)

You gain proficiency in Animal Handling. You may use your Charisma modifier for Wisdom (Animal Handling) checks.

Whenever you take the Dodge action in combat, you may spend 1 Tempo Point to regain 1d6 + your Charisma modifier hit points.

Spectral Hunt (3rd Level)

As an action, you summon two ancestral wolf-spirits to harry your foes. Each wolf makes one attack using your Emissary attack modifier against a creature within 60 feet. On a hit, a wolf deals 1d6 + your proficiency bonus radiant or force damage. You may spend a number of Tempo Points equal to your tier of play to increase the damage of each wolf by 1d6 per point spent.

You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest. You may also expend 1 Tempo Point to use this feature again.

Primal Instincts (6th Level)

Your presence heightens the senses of your allies. Allies within 30 feet of you gain a bonus to initiative rolls equal to your Charisma modifier.

Celestial Mark (10th Level)

When a wolf from your Spectral Hunt hits a creature, it leaves a celestial mark until the start of your next turn. The next time an ally hits that creature, they regain hit points equal to your Charisma modifier.

Radiant Archon (14th Level)

You summon a majestic spirit mount (Ki-rin form) as a celestial, fey, or fiend for 8 hours. It has improved Wisdom, a telepathic link with you, and can carry you and up to 8 willing allies.

This requires concentration, as if concentrating on a spell. You can dismiss it at any time or resummon it as an action. Once per long rest, or by expending 8 Tempo Points, you can use this feature again.

Ancestral Bond (19th Level)

The spirits of the wild encircle you, empowering your instincts and lending their might to allies’ strikes.

  • Gain +1 to all saving throws per friendly creature within 5 feet (max +5).
  • Once per turn, when an ally hits a creature with Celestial Mark, one Call of the Wild attack triggers automatically (no action or use required).
  • If the marked creature is reduced to 0 HP while marked, the spirit wolf calms the finisher, ending one condition affecting them.