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

Hit Die d8
Primary Ability Charisma
Saving Throws Charisma, Wisdom

Proficiencies

Armor Light armor, Shields
Weapons Simple weapons, Rapiers, Shortswords
Tools Disguise kit, Calligrapher's supplies
Skills Choose 3 from Deception, Persuasion, Insight, Performance, Intimidation, History

Starting Equipment

• A diplomat's pack or an entertainer's pack
• A fine set of clothes and a signet ring
• A rapier or a shortsword
• A disguise kit and calligrapher's supplies

Class Resources

Grace Points Max 5 (Short rest or long rest. (Actual maximum equals proficiency bonus + Charisma modifier; 5 shown as an example default for common play.))

Class Abilities

Martial Abilities

Charming Strike
Action 1 Grace Point Level 1

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.

Control Effect
Saving Throw: Wisdom
Conditions: Charmed
Duration: Until end of your next turn
Commanding Word
Bonus Action 1 Grace Point Level 1

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.

Buff Effect
Duration: Until the start of your next turn
Enticing Step
Action 1 Grace Point Level 2

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.

Control Effect
Saving Throw: Wisdom
Conditions: Speed halved, No reactions
Duration: Until end of their next turn
Redirecting Gaze
Reaction 1 Grace Point Level 2

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.

Control Effect
Saving Throw: Wisdom
Conditions: Redirect attack
Duration: Immediate
Disarming Smile
Action 2 Grace Points Level 3

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.

Control Effect
Conditions: Drop item, Advantage on social check
Duration: Immediate
Soothing Touch
Action 1 Grace Point Level 3

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).

Healing Effect
Saving Throw: Wisdom
Conditions: Reduce frightened
Duration: Instantaneous
Compel Silence
Action 2 Grace Points Level 5

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.

Debuff Effect
Saving Throw: Wisdom
Conditions: Silenced (no verbal components)
Duration: 1 minute (repeatable save each turn)
Imposing Rebuke
Reaction 1 Grace Point Level 6

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.

Debuff Effect
Conditions: Disadvantage on next attack, Resistance to damage until next turn
Duration: Until start of your next turn
Dazzling Parry
Reaction 1 Grace Point Level 7

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.

Defensive Effect
Saving Throw: Wisdom
Conditions: Stunned
Duration: Until end of your next turn
Final Command
Action 4 Grace Points Level 11

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.

Control Effect
Saving Throw: Wisdom
Conditions: Forced action (dominated-like, limited)
Duration: 1 minute (repeatable save on damage)

Transformations

Radiant Envoy
1 minute 3 Grace Points Level 11

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).

Changes:

+30-foot aura: advantage on Charisma checks for allies, Allies gain advantage on saves vs charm and fear

Special Actions:

Release a single powerful social effect (DM adjudicated)

Limitations:

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
1 minute 4 Grace Points Level 15

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).

Changes:

Words partially bypass charm/fear immunities (Wisdom save to resist), Minor retcon of social memories possible

Special Actions:

Alter a short social memory once

Limitations:

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
10-foot radius (increases with level) Level 1

A soft, hypnotic field that perks up allies and dulls aggression in enemies.

Effect:

Allies chosen in the aura gain +2 to Persuasion and advantage on saves vs frightened. Hostiles take -1 to Wisdom saves versus your influence.

Activation:

Bonus action to toggle on/off

This aura can be toggled on or off.

Halo of Reassurance
20-foot radius Level 5

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.

Effect:

Temporary HP at combat start and improved social checks

Activation:

Bonus action to activate (must be active before hostilities start for temp HP)

This aura can be toggled on or off.

Compelling Presence
30-foot radius 2 Grace Points Level 9

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.

Effect:

Mild compulsion on failed Wisdom save

Activation:

Action

Sovereign Aura
60-foot radius Level 17

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.

Effect:

Rest-like boon and immunity to magical betrayal

Activation:

Bonus action to activate

This aura can be toggled on or off.

Companions

Silhouette Attendant
Fey/Spirit
Level 1

A faint, willowy shape of shadow and velvet that follows the Gracegifted and amplifies whispers and small gestures.

Statistics:
HP 5 + your level
AC 12
STR 6
DEX 14
CON 10
INT 10
WIS 12
CHA 14
Speed:
Walk 30 ft.
Fly 30 ft.
Skills:

Perception + proficiency, Stealth + proficiency

Senses:

Passive Perception 12

Features:

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)

Commands:

Follow and amplify, Distract a target (grants advantage to your next social check vs that target if successful), Meld voice (speak through attendant)

Scaling:

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)

You possess a pool of Grace Points that fuel your supernatural influence. Your maximum Grace Points equals your proficiency bonus + your Charisma modifier (minimum 1). You may spend Grace Points to activate many of your class abilities. Grace Points recover on a short or long rest unless an ability specifies otherwise.

Aura of Composure (Level 1)

Starting at 1st level, you exude a subtle, hypnotic charisma in a 10-foot radius. Allies of your choice in the aura gain a +2 bonus to Charisma (Persuasion) checks and advantage on saves against being frightened. Hostile creatures that start their turn in the aura take a -1 penalty to Wisdom saving throws against your influence. You can suppress the aura as a bonus action.

Diplomatic Training (Level 2)

At 2nd level you gain proficiency with one language or one additional tool (your choice), and you learn how to present yourself convincingly: when you succeed on a Persuasion, Deception, or Performance check you may expend 1 Grace Point to turn the result into a critical success for social effects (DM adjudicates extreme results).

Choose a Path (Level 3)

At 3rd level you choose an archetype that shapes how your grace manifests (see subclasses). Each path grants features at 3rd, 7th, 11th, and 17th levels.

Expanded Aura & Reputation (Level 6)

At 6th level your Aura of Composure radius increases to 20 feet. In addition, once per long rest you may expend 2 Grace Points to establish a short-lived reputation effect: after you perform a notable public act (speech, negotiation, or public deception), for 24 hours NPCs that have seen that act treat you as having a strong friendly tilt (advantage on initial disposition rolls).

Hypnotic Cadence (Level 10)

At 10th level your spoken influence can penetrate many minds. When you use a class ability that imposes a saving throw, you may spend 1 additional Grace Point to impose disadvantage on the target's first saving throw against that effect.

Commanding Presence (Level 14)

At 14th level your auras and social magics harden. Allies in your Aura of Composure gain temporary hit points equal to your Charisma modifier (minimum 1) at the start of combat if you are present and choose to activate your aura. Hostile creatures that fail saves against your abilities are also temporarily unable to willingly move more than 30 feet away from you (they can be forced).

Sovereign Grace (Level 18)

At 18th level, once per long rest when you expend at least 4 Grace Points in a single instant to use class features, you may instead spend that many Grace Points to cast a campaign-altering effect: all sentient creatures within 60 feet who can hear you make a Wisdom saving throw (DC = 8 + your proficiency bonus + Charisma modifier). On a failure they're charmed for 1 minute and treat you as a trusted leader for the duration; on a success they're unaffected but suspicious for 24 hours.

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