Gracegifted
Gracegifted are diplomats touched by an elegiac charm — their presence soothes, persuades, and subtly rearranges the emotions of those around them. They are equal parts statesman, performer, and gentle manipulator, wielding an aura of influence in place of raw force.
Class Features
Proficiencies
Starting Equipment
Class Resources
Class Abilities
Martial Abilities
Charming Strike
As an action, make a single melee or ranged attack or attempt a social touch (finesse isn't required). On a hit or a successful social engagement, you may spend 1 Grace Point to force the target to make a Wisdom saving throw (DC = 8 + proficiency + CHA mod). On a failure the target is charmed by you until the end of your next turn. Creatures immune to charm are unaffected.
Commanding Word
As a bonus action, speak a single commanding word to bolster an ally within 30 feet. Spend 1 Grace Point: ally gains a d4 to add to an attack roll, saving throw, or ability check made before the start of your next turn. This effect stacks with other bonuses but not with similar class abilities.
Enticing Step
As an action, spend 1 Grace Point to cause two creatures within 10 feet of you to become distracted and slow their movement: they must succeed on a Wisdom save or have their speed halved and lose their reactions until the end of their next turn.
Redirecting Gaze
Reaction. When a creature targets an ally with an attack or a social coercion within 30 feet, you may spend 1 Grace Point to force that creature to choose another valid target (you, another ally, or the attack is redirected harmlessly to the ground) if it fails a Wisdom save.
Disarming Smile
Action. Spend 2 Grace Points to attempt to remove a held item from a creature's grasp or to forcibly lower their guard. The creature makes a Strength (Athletics) or Dexterity (Acrobatics) check contested by your Charisma (Deception or Persuasion) + proficiency. On a failure they drop their item or grant you advantage on the next social interaction.
Soothing Touch
Action. Spend 1 Grace Point to grant a creature you touch a soothing balm: it regains 1d6 + Charisma modifier HP, and any frightened or enraged condition is reduced (target may immediately make a Wisdom save to end frightened).
Compel Silence
Action. Spend 2 Grace Points to force creatures in a 15-foot cone to make Wisdom saves or be silenced (cannot cast spells with verbal components or shout) for 1 minute. Affected creatures may repeat the saving throw at the end of each of their turns.
Imposing Rebuke
Reaction. When a creature within 30 feet deals damage to an ally, you may spend 1 Grace Point to impose disadvantage on that creature's next attack roll and grant the ally resistance to that damage type until the start of your next turn.
Dazzling Parry
When you are targeted by a melee attack, you may spend 1 Grace Point to add your Charisma modifier to your AC for that attack. If the attack misses by 5 or more, the attacker must succeed on a Wisdom save or be stunned until the end of your next turn.
Final Command
Action. Spend 4 Grace Points to issue a brief and irresistible command to a single humanoid within 60 feet. The target makes a Wisdom save or follows a one-sentence command (similar to 'Dominate Person' limited to a single sentence) for 1 minute. Each time the target takes damage it may repeat the saving throw. Creatures with immunity to charm are unaffected.
Transformations
Radiant Envoy
You briefly become the embodiment of courteous command. For up to 1 minute (uses a concentration-like harness but does not require the rules of concentration), you emit a luminous aura: allies within 30 feet gain advantage on Charisma checks and saving throws against being charmed or frightened. Once during the transformation you may use a single powerful social effect without spending additional Grace Points (DM chooses appropriate effect).
+30-foot aura: advantage on Charisma checks for allies, Allies gain advantage on saves vs charm and fear
Release a single powerful social effect (DM adjudicated)
Cannot attack more than once per turn with heavy harm, Counts as using a major resource (long rest cooldown: once per long rest at early levels; more uses later)
Unbound Orator
For 1 minute, your words bypass simple magical protections and fabric of mood: spells and effects that normally grant immunity to charm or fear are weakened for targets who fail a Wisdom save. While transformed you may also spend Grace Points to alter the remembered content of a short interaction (minor retcons the DM can accept for story reasons).
Words partially bypass charm/fear immunities (Wisdom save to resist), Minor retcon of social memories possible
Alter a short social memory once
Does not alter fundamental facts (no resurrection of dead facts), Targets with true immunity to charm may still be hard to affect
Auras
Aura of Composure
A soft, hypnotic field that perks up allies and dulls aggression in enemies.
Allies chosen in the aura gain +2 to Persuasion and advantage on saves vs frightened. Hostiles take -1 to Wisdom saves versus your influence.
Bonus action to toggle on/off
This aura can be toggled on or off.
Halo of Reassurance
At 5th level the aura's radius becomes 20 feet and grants allies a small recovery boon at combat start (temporary HP equal to Charisma modifier) if the Gracegifted activates it before conflict begins.
Temporary HP at combat start and improved social checks
Bonus action to activate (must be active before hostilities start for temp HP)
This aura can be toggled on or off.
Compelling Presence
At 9th level you may shape your aura into a focused demand: as an action you can spend 2 Grace Points to force creatures who start their turn in your aura to make Wisdom saves or be affected by a mild compulsion (forced to pause, parley, or stay put) for 1 round.
Mild compulsion on failed Wisdom save
Action
Sovereign Aura
At 17th level your aura reaches 60 feet. Allies inside gain the benefits of a short rest slowly: once per combat they may spend temporary resources (Hit Dice-like benefit) and they are immune to being magically compelled to betray you for the duration.
Rest-like boon and immunity to magical betrayal
Bonus action to activate
This aura can be toggled on or off.
Companions
Silhouette Attendant
Level 1A faint, willowy shape of shadow and velvet that follows the Gracegifted and amplifies whispers and small gestures.
Perception + proficiency, Stealth + proficiency
Passive Perception 12
Whisper: can deliver short messages telepathically to creatures within 30 ft once per round, Cover of Grace: can impose disadvantage on enemy opportunity attacks against you once per short rest, Mimicry: can reproduce a single short voice or sound (useful for deception)
Follow and amplify, Distract a target (grants advantage to your next social check vs that target if successful), Meld voice (speak through attendant)
Level 5: HP increases by +5 and its telepathic range increases to 60 feet.
Level 11: Once per long rest the attendant can take a hit for you, absorbing damage equal to your Gracegifted level + Charisma modifier.
Level 17: The attendant becomes more tangible: it can grapple tiny objects or leave minor magical imprints (DM adjudicates).
Class Features
Grace Points (Level 1)
Aura of Composure (Level 1)
Diplomatic Training (Level 2)
Choose a Path (Level 3)
Expanded Aura & Reputation (Level 6)
Hypnotic Cadence (Level 10)
Commanding Presence (Level 14)
Sovereign Grace (Level 18)
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