Emissary

Emissaries embody grace, presence, and precision, blending martial skill with cultural influence. They fight as whirling performers, weaving combat into spectacle that inspires allies and unnerves foes. Masters of tempo and movement, they strike with dazzling speed, evade danger with elegance, and turn every battle into a stage where charisma and blade work shine in unison.

Monk
Emissary Class Features
Emissary
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 Character Creator

Emissary Character Creator

Spellcasting List: None

Remaining Points: 27

Starting Equipment

  • Light or medium armor
  • Diplomat’s Pack or Entertainer’s Pack
  • 15 gold
Emissary Stats

Emissary Stats

Hit Points at 1st Level

8 + Constitution modifier

Hit Points

1d8 per level

Hit Points at Higher Levels

1d8 (or 5) + Constitution modifier per level

Primary Ability

Charisma, Dexterity

Saving Throws

Dexterity, Charisma

Skills

Choose three: Acrobatics, Arcana, Athletics, History, Insight, Intimidation, Performance, Perception, Persuasion, Religion, Stealth, Sleight of Hand

Weapons

Simple weapons, martial weapons, guns

Armor

Light or medium armor

Starting Equipment

Any martial weapon or gun, a diplomat’s pack or entertainer’s pack, light or medium armor, and 15 gold

Tools

One type of artisan’s tools or one musical instrument

Spellcasting List

None

Emissary Roll20 Codes

Emissary Features
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