Occult Orator

Occult orators are magical practitioners found in royal courts more often than not. They devote their lives to studying the arcane secrets of the world. However, unlike say an average court wizard orators are extremely social and adventurous. Orators are always out exploring old battlefields, ancient ruins, and any place in which creatures go bump in the night. They use the occult knowledge acquired from their travels to create grand stories which enchant and entertain those around them. You've never truly heard a story unless you've heard it from an orator. They weave their magic in every word they speak. Orators create everything from comedic masterpieces, to tales of battles heroic enough to inspire enlistment, and stories of arcane horror magical enough to instill true fear and terror. Orators also rely solely on the spoken word and almost never write their works down, for them the oral tradition is everything.

Skill Proficiency: Arcana, Performance

Tool Proficiency: One type of gaming set or one musical instrument

Languages: One of your choice

Equipment: A set of fine clothes , a signet ring, 40 gp

Feature : By Popular Demand

You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble’s court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something o f a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.

Feature: Patronage

Some orators are already nobles and some are sponsored by noble houses to pursue their art. While an orator is traveling they may bill up to 2gp per day minor expenses to the noble house which sponsors them. This can cover enough for the orator to live a comfortable lifestyle. It can also be used to lessen the cost of a wealthy or aristocratic lifestyle by that amount. Think of this as a travel fund. It is not a salary and does not count towards the party gold if not used for the day. It also cannot be used in most cases on expenses which are not necessities.

Self-Sufficient *As an Orator you have proficiency in the Performance skill. If you put your performance skill to use during your downtime, you earn enough to support a wealthy lifestyle.

Spells

As an occult orator you rely heavily on the casting of spells. In addition to this many of your spells should be those which emphasize your natural talents of coercion and showmanship they should also include verbal magic. Suggested spells for an orator are those such as:

Vicious Mockery

enchantment cantrip

Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V

V Duration: Instantaneous

You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn. This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Charm Person

1st-level enchantment

Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: V, S

V, S Duration: 1 hour

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it w as charmed by you. At Higher Levels. When you cast this spell using a spell slot o f 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet o f each other when you target them.