You can quickly make a speaker by following these steps. First make Charisma your highest ability score, followed by Dexterity or Constitution. Then choose the Acolyte or Outlander backgrounds.

Finally, talk with your DM on the basis of your abilities, is your voice constantly resonating with power and energy, a sure sign to make you stand out in all situations? Or can people with the Voice mediate and control its powers, to hide its effects and your differences?

Also consider how people around you reacted to your powers. Were you heralded as some savior or religious figure, or were you shunned and hidden away by your friends and family.

The greatest aspect of your speaker is their reason for their connection to the Voice, this doesn't manifest in their powers until later levels but it should shape the early growth and development of a speaker up to the full realization of itself at level 3. Think about how your Calling affects who you are, whether it affects your attitude to a particular thing, act strangely when confronted on a topic related to it, or a devotion to its representation.

At 3rd level your voice's power allows all creatures to understand what you say as if it is spoken in a language they are fluent in. This ability does not allow you to understand any response if you would not normally be able to. Physical contact with a creature extends this benefit of speech to it as well.

At 3rd level, through discovery and introspection, you have unlocked the reason for the Voice that you carry. The Voice is held by a Herald of some otherworldy being or by someone who carries a deep, universal secret of the Fundamental World. Your choice grants you features when chosen at 3rd level and you gain additional features at 7th, 13th, and 17th levels. Two subclasses are described at the end of the document, The Herald and The Secretkeeper.

Your voice is the valve and battery for your power and acts as the sole focus for your magical ability. However, speakers can still utilize magical staffs, wands, and rods and their powers.

The power of your voice is innate and fully yours. You use Charisma as your spellcasting ability for your speaker spells and features. In addition, use that modifier when setting the saving throw DC for a speaker spell you cast and when making an attack roll with one.

Additionally, when you gain a level in this class, you can choose one of the speaker spells you know and replace it with another spell from the speaker spell list, which also must be of a level equal to or lower than the Max Spell Level for that level.

At 2nd level you know four 1st level spells of your choice from the speaker spell list. The Spells Known column of the Speaker table shows when you learn more speaker spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what is shown in the table's Max Spell Level column for your level. For example, at 9th level, you learn a new speaker spell, which can be 1st, 2nd, or 3rd level.

The Speaker Table shows the number of spell points you can have at one time. You may expend a number of spell points shown on the spell point table to cast a spell of that level, up to the max spell level as shown on the Speaker class table.

Your voice is powerful and brimming with magic, you can channel this power into incantations and spells to manipulate the world around you.

Starting at 2nd level, those subjected to your voice have their very mind cracked and splintered. Whenever a creature fails its Commanding Voice saving throw you may deal 2d4 psychic damage to the creature as part of the failure. This damage increases as shown on the Speaker Class table.

Your very words can command and control those who you attempt to influence. As an action, you can choose a creature within 60 feet of you that isn't deafened. It makes a Wisdom saving throw versus your spell save DC. On a failed save, the creature must follow a 5-word or less phrase by you on its next turn, as long as its actions do not directly harm it or its allies. You have a number of uses of this ability as shown on the Speaker class table. You recover all of your Commands on a long rest.

You start with the following equipment, in addition to the equipment granted by your background:

You can understand and respond to creatures of your chosen type, even if you do not share a language.

Your connection to your Gifter grants you insight into their species. You have advantage on checks to communicate with, deceive, or persuade creatures of the chosen type as well as on checks of History or Religion that relate to the chosen type.

When you choose this Calling at 3rd level, choose the being that has chosen you as its Herald from the table below. This choice affects the features gained at later levels.

Gifted with the Voice by an otherworldy power to announce the grandeur and power of their chooser. This choosing imprints a part of their power on the Herald and shapes their own powers by result. Many chosen by eldritch or fiendish beings find themselves as the head or speaker of a cult, while those chosen by holy or celestial beings may become priests or chancellors of their divine benefactor. However, this gift is not binding, and Heralds can turn away from their supposed masters and bend their power and mark to their own desires.

A speaker does not know their intrinsic purpose or the reason for their power, all they know is that they are gifted and that there is a reason for it. For this reason they set out in search of their purpose, what they refer to as their Magical Calling. Most are gifted with the voice to serve as Heralds of some higher or otherworldly being. Yet others find purpose in carrying some great and hidden secret.

Starting at 18th level you gain the ability to cast the following spells without spending spell points but at a cost of Commanding Voice uses:

Your intrinsic magic allows you to utter words of such great power that they reshape the life-force of creatures around you.

Once this feature has been used, it cannot be used again until you finish a long rest.

You unleash a mind shattering wail against all creatures within 30 feet. Each creature makes an Intelligence saving throw versus your Spell save DC. On a failed save, the creature takes twice your Vocal Dissonance die as force damage and is deafened for an hour. On a successful save the creature takes half damage and is deafened for a minute.

As an action, you can unleash the full power of your vocal gift, consuming all remaining uses of Commanding Voice, with a minimum of five to use this feature.

At 17th level, your Charisma score increases by 4 as your voice becomes an irresistible and unstoppable force of power and charm.

Starting at 15th level, you can affect multiple creatures with a single usage of Commanding Voice. The number of possible creatures is equal to 1/5 of your speaker level (rounded down). These creatures are controlled separately but any movement must be mirrored in each creature (If one moves 10 feet in one direction, each following creature must make that same movement to the best of its ability.)

Your voice now brims with power and you have begun to master your near artful control of it.

Starting at 11th level, when a creature is affected by Vocal Dissonance you may spend 6 spell points to give it disadvantage on its next Wisdom saving throw.

Starting at 9th level, your voice still rends the mind of those who are able to avoid most of its effects. Your Vocal Dissonance can deal half damage even on a successful save.

Starting at 7th level, your mastery of weaving beguiling commands in the heat of combat allows you to use Commanding Voice as a bonus action instead of as an action. If you use Commanding Voice in this way, you cannot use its Inescapable Voice feature.

Starting at 5th level, your voice overrides the listener's common sense and self preservation. Whenever a creature fails its save against your command, you may spend an additional use of Commanding Voice to extend your control on the creature. During its next turn, the creature can be made to perform harmful actions to itself and its allies as long as they are not overtly suicidal (For Example, making it jump off a cliff.)

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2 or you can increase two ability scores by 1. As normal, you can't increase an ability score above 20 using this feature.

Piece of Them At 3rd level, you can easily use powers of the origin of your Heraldic Connection. As an action, you can cause an effect related to your Herald. Fey: Choose one creature within 50 feet, it perceives you as painfully beautiful or otherworldly and must make a Charisma saving throw, taking psychic damage equal to your Vocal Dissonance dice and being charmed by you until the end of its turn or it takes damage on a failure. Celestial: Through a small prayer of safety, one creature within 30 feet of you gains temporary hit points equal to your Vocal Dissonance dice. You can have only two instances of this ability active at once. Fiend: A 10-foot cube of dark energy appears at a point within 30 feet, each creature in its space must make a Constitution saving throw or take necrotic damage equal to your Vocal Dissonance dice. The energy then dissipates. Abberation: Glimpsed with inner horrors, up to 4 creatures within 80 feet, including yourself as one, must make a Wisdom saving throw, becoming frightened of themselves until the end of their next turn and taking psychic damage equal to your Speaker level on a failure. While frightened, the creature must use at least half their movement to move in a random direction.

Tap into Their Power At 7th level, you can channel the power of your gifter to protect or to harm: Fey: You gain the ability to partially push things out of reality to avoid attacks. As a reaction when you are hit, you can use a Command to command the attacker to fade out of the material plane. Roll 2d4 and subtract it from the attack roll of the attacker, if it turns into a miss as a result of this ability, they fade out and reappear up to 10 feet away from their starting point as you choose. Celestial: You gain partial power over life and healing to restore yourself and allies. As a bonus action, you can expend a Command to command a creature within 60 feet to make its wounds and injuries heal themselves. Each usage restores 2d6 + Your Spellcasting Modifier. Fiend: As an action using a Command, you can wreath yourself in hellfire, you glow brightly, burning those who dare to come within melee. Whenever a creature comes within 5 feet of you, or starts its turn within 5 feet of you it makes a dexterity saving throw, on a failed save it takes damage equal to your Vocal Dissonance die as fire damage. This fire lasts for two rounds. Aberration: As an action, using 2 Command uses, you speak a terrifying truth, shattering the mind of one or two creatures you can see within sixty feet of you for the next minute, driving them to madness. The creature makes an Intelligence saving throw and on a failed save it is driven insane and spends its movement moving towards the nearest creature and attacks it, friend or foe. On a successful save the creature takes 3d8 force damage and is knocked prone. The insanity wears off after 1 minute.

Call Upon Them You use your connection to yell out and call forth a minion or spawn of your Gifter. At 14th level, you can spend 8 Commands to summon a creature of your chosen type under your control. This creature must be of CR no greater than 1/3 your speaker level (Rounded Down). The summon follows all your orders and works to protect you and your allies. The summon stays for the 10 minutes, then disappears. After this feature has been used, it cannot be used again until after a long rest.