Rebel

Dirt-ridden and sun-baked, a denizen of the city stands like a general over a pile of scape, a makeshift podium of sorts, orating to a massing crowd of huddled poor folk, pitchforks and torches clenched in fists. They shout of a cause greater than themselves, of revolt and revolution.

Their words incite the mob and bring unity to a fragmented majority. They march with newly discovered vigor and stride without pause up the cobbled streets, parading the general like an icon before them to the steps of the castle walls. Wooden gates break and burn before the frenzied crowd. The city guards and king’s knights buckle before the weight of the mob.

The tyrant king is brought to their knees before the serfs, and the crowd’s pleas are finally heard. Cheers and celebration abound while the general of the scrap pile disappears into the night, making way toward the next city to begin again.

Rebels are defined by their charismatic presence and ability to draw forth the masses toward a singular cause. Successful rebels are not lone wolves, but instead work tirelessly to gather the strength of others. Deal makers who appreciate the power of conviction, rebels interact with each new face as an opportunity to forge an alliance and strike a bargain of mutual benefit. Successful revolutionaries maintain status in their followers eyes by serving as both leaders and servants to the cause.

Through the strength of their shared conviction, rebels maintain a magical bond with their followers to both give and receive extraordinary abilities. The mechanisms behind this bond can change to fit the setting within which you are playing. These bonds can be perpetrated by devils and contracts signed in blood, manifested through sacred practices much like a paladin and their faithfulness to an ideal, or even bound and enforced by celestials or primal spirits.

As you create your rebel character, consider what cause you strive for, and how your followers might aid in its fruition. You might have been recently radicalized by a grave injustice, or perhaps you are part of a long standing resistance movement whose moment has come.

The Rebel
Level Proficiency Bonus Conviction Points Features
1st +2 2 Conviction, relational investigation, revolutionary path
2nd +2 2 Expert influence, soul covenant
3rd +2 2 Revolutionary path feature, writ of the covenant
4th +2 2 Ability score improvement
5th +3 3 Coordinated attack
6th +3 3 Revolutionary path feature
7th +3 3 Additional covenant writ
8th +3 3 Ability score improvement, force of will
9th +4 4 Dominating presence
10th +4 4 Ringleader
11th +4 4 Revolutionary path feature
12th +4 4 Ability score improvement
13th +5 5 Additional covenant writ
14th +5 5 Invigorating comradery
15th +5 5 Writ improvement
16th +5 5 Ability score improvement
17th +6 6 Revolutionary path feature
18th +6 6 Tontine
19th +6 6 Ability score improvement
20th +6 6 Revolutionary paragon

Class Features

As a rebel, you gain the following class features.

Hit Points

Hit Dice: 1d8 per rebel level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per rebel level after 1st

Proficiencies

Armor: Light armor, medium armor, shields
Weapons: Simple weapons
Tools: Choose any one
Saving Throws: Wisdom, Charisma
Skills: Choose three from Deception, History, Insight, Intimidation, Perception, Performance, Persuasion, and Religion

Equipment

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

  • (a) scale mail or (b) leather armor
  • A simple weapon
  • (a) a diplomat’s pack or (b) an explorer’s pack
  • A shortbow and a quiver of 20 arrows

Multiclass Rebel

You must have a minimum Charisma score of 14 to take a level of the rebel class as a multiclass character, or to take a level in another class if you are already a rebel. When you first gain a level in the rebel class as a multiclass character, you gain proficiency with light armor and simple weapons.

Revolutionary Path

At 1st level, your revolutionary path determines your methodology of inducting allies toward your cause.

You can choose between Heretic or Insurrectionist.

Each of these revolutionary paths are detailed at the end of the class description. Your choice grants you features at 1st level, and again at 3rd, 6th, 11th, and 17th level.

Conviction

At 1st level, you gain a pool of conviction points, representing your charismatic zeal.

Your rebel level determines the number of conviction points you have, as shown in the Conviction Points column of the Rebel table. You regain all conviction points after completing a short or long rest.

You can spend these points to fuel various features amongst your bonded creatures. You start knowing one feature.

Quick Guidance. You can spend 1 conviction point to use the Help action as a bonus action on your turn.

Relational Investigation

Starting at 1st level, you gain the ability to keenly discern the friends and foes of another person. You have advantage on ability checks made to learn the true attitude a creature has toward any other creature you have seen it interact with.

Starting at 2nd level, when you use the Help action to aid an ally in combat, the ally can add a bonus to the attack roll equal to your proficiency bonus.

Soul Covenant

Starting at 2nd level, you can forge a special bond with your allies, called a soul covenant. You can choose a willing creature you can see within 30 feet of you that shares a language with you. By performing a 1-hour ritual that includes proclaiming your convictions to the creature, you form a magical bond with it. Either creature can use their action to dismiss this effect at any time.

You can have a number of creatures bonded with you at a time equal to your Charisma modifier.

Your conviction empowers both you and the bonded creatures you share a soul covenant with. By using your action and spending one conviction point, you can choose a bonded creature you can see and activate any of the following effects, which end when you finish a short or long rest.

  • Shared Sight. You can choose to see through a bonded creature’s eyes and hear what it hears, gaining the benefits of any special senses the creature has. While perceiving through the creature’s senses, you are deaf and blind with regard to your own senses.
  • Shared Prowess. You gain proficiency in a single armor type and a single weapon that a bonded creature is proficient with. Alternatively, you can learn to cast a cantrip that a bonded creature knows; Charisma is your spellcasting ability for that cantrip.
  • Shared Aptitude. You gain proficiency in a single skill or tool that the bonded creature is proficient with. Alternatively, you can learn to speak, read, and write a language that the bonded creature also knows.

Writ of the Covenant

At 3rd level, you join in a written agreement with those with which you share a soul covenant that empowers your bond further. You create this writ during your bonding ritual, and you can activate it by spending 1 conviction point. You must be able to see the bonded creature, and it must be within 30 feet of you to activate the writ.

Pick one Petty Writ at 3rd level. You also pick a Minor Writ at 7th level and a Major Writ at 13th level. Whenever you gain a level in this class you can replace a writ that you previously picked for another of the same type.

Petty Writs

At 3rd level, choose one of the following writs.

  • Writ of Mobility. You can forego any movement on your turn to hasten a bonded creature. When you do so, the bonded creature can immediately use its reaction to move up to their speed without provoking opportunity attacks.
  • Writ of Fury. You can use a bonus action on your turn to inspire the fury of a bonded ally. When you do so, the bonded creature you choose when you use this feature can make an additional weapon attack if they take the Attack action before the end of its next turn.
  • Writ of Defense. When a bonded creature is hit by an attack, you can use your reaction to grant the creature a +5 bonus to its AC until the beginning of its next turn, including against the triggering attack.
Minor Writs

You gain one of the following writs at 7th level.

  • Writ of Affliction. When you would be blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned or stunned, you can use your reaction to instead affect a willing bonded creature not currently affected by the same condition. Alternatively, if a bonded creature would be inflicted with one of those conditions, you can instead choose to have it affect you. If the effect that inflicted the condition allows for saving throws to be made to end it, the creature suffering the condition makes the saves, not the originally targeted creature.
  • Writ of Sacrifice. When a bonded creature is forced to make a saving throw, you can use your reaction to grant that creature advantage if you are proficient in that saving throw.
  • Writ of Haste. During your turn, you can use an action to allow a bonded creature to immediately use their reaction to take the Attack, Dodge, or Hide actions, or to move up to their speed.
Major Writs

At 13th level, choose one of the following writs.

  • Writ of Lucidity. As a bonus action, you can transfer concentration of a spell or ability from a bonded creature to yourself. If the current remaining duration of the spell is greater than 1 minute, it is reduced to 1 minute.
  • Writ of Valor. As an action, you can grant a bonded creature advantage on all ability checks and attack rolls until the end of their next turn.
  • Writ of Vitality. As a reaction, when an attack hits a bonded creature, you can reduce the damage taken by that creature. This must be done before the damage dice are rolled. Roll 1d12 and reduce the damage by the amount rolled. You may spend additional conviction points on this ability, rolling an additional 1d12 for each additional point spent.

Ability Score Improvement

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 of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Coordinated Attack

Starting at 5th level, when you take the Attack action, one bonded creature within 30 feet may also make a single melee or ranged weapon attack.

Force Of Will

Beginning at 8th level, you gain a bonus to the damage from your melee or ranged weapon attacks equal to your Charisma modifier.

Dominating Presence

Starting at 9th level, as an action, you can magically assert your will. Creatures of your choice within 30 feet are affected by one of the effects listed below (your choice). Once you use your Dominating Presence, you must finish a short or long rest to do so again.

  • Air of Discord. You unleash a crushing rebuke that breaks the psyche of your foes. Each affected creature must make a Wisdom saving throw (DC = 8 + your Charisma modifier + your proficiency bonus), taking 4d10 psychic damage on a failure, or half as much on a success. Creatures that fail the saving throw are also frightened of you until the end of their next turn.
  • Command Loyalty. For the next 24 hours, when you make a Charisma check to influence an affected creature, you add double your proficiency bonus if you are using a skill in which you are proficient.
  • Unmatched Kinship. For 1 minute, the first time an affected creature fails a saving throw to avoid being charmed or frightened, you can attempt to bolster your ally’s resolve. The affected creature adds a bonus to the result equal to your Charisma modifier, potentially turning the failure into a success.

Ringleader

When you reach 10th level, your renown and ideology are widespread. If there are creatures friendly to your revolutionary ideology in a populated area, you can spend 8 hours gathering rumors and following leads to find a dedicated espionage agent.

This NPC spy continues to reside in the area and can reliably communicate with you as you continue your adventures, as long as you are within 500 miles. The spy automatically reaches out to inform you about major changes in the area such as a new noble family seizing power or growing threats to your revolutionary ideology.

You can have a number of spies in your ring equal to your Charisma modifier. You can dismiss a spy at any time, or a spy may leave your ring if it grows hostile to you or your revolution.

Invigorating Comradery

Starting at 14th level, when you finish a short or long rest, you can inspire those with whom you share a soul covenant. You make a 1-minute speech or other display of comradery. A bonded creature that can see or hear you gains a number of temporary hit points equal to 1d8 + your Charisma modifier.

Writ Improvement

At 15th level, the range at which you can activate your writs increases from 30 feet to 60 feet.

Tontine

Starting at 18th level, when you or a creature with whom you share a soul covenant you can see within 60 feet takes damage, you can choose any number of other creatures with whom you share a soul covenant you can see within 60 feet. Distribute the damage taken between the original target and the chosen creatures. Apply any damage resistance or vulnerability of the target creatures after you distribute the damage.

Revolutionary Paragon

Starting at 20th level, as a bonus action, you can recover all spent conviction points. Once you use this feature, you must finish a short or long rest before you can do so again.

Revolutionary Paths

Each rebel differs in their cause, whether through the resistance of religious institutions like the heretic or through sympathy of the oppressed like the insurrectionist. Each path has different methodologies for gathering supporters and bringing about revolution.

Heretic

The heretic draws others to their cause through the resistance of religious institutions. A heretic may do so by pointing out hypocrisy or injustice in the faith, or by questioning the faith itself.

Know Thy Enemy

When you choose this revolutionary path at 1st level, you gain proficiency in Religion and History.

Revenge of the Faithless

Starting at 3rd level, when you or a bonded creature you can see miss an attack roll, you can use your reaction and spend one conviction point to reroll the attack. If the attack hits, you can add 1d8 additional necrotic or radiant damage (your choice) to the attack.

Power from Within

Starting at 6th level, rather than rely on any outside power, you’ve taught others how to put faith in themselves. As an action, you can choose to spend any number of conviction points. Creatures within 60 feet of you with whom you share a soul covenant that can see or hear you gain a bonus to attack rolls and saving throws equal to the number of points spent until the end of your next turn.

False Miracle

Starting at 6th level, you learn a new heresy. When you fail an ability check or saving throw, you can succeed instead. Once you use this feature, you cannot use it again for 7 days.

Apostate’s Endurance

Starting at 11th level, when you take damage, you can use your reaction to give a creature with whom you share a soul covenant within 60 feet resistance to that damage type until the end of your next turn.

Debunk Miracle

At 17th level, as an action, you can end one spell or magical effect on a creature or object you are aware of within 30 feet. Once you use this feature, you must finish a short or long rest before you can do so again.

Insurrectionist

Insurrectionists work through deception and insurgency to usurp and topple regimes using the power of the downtrodden and subjugated.

Voice of The Masses

At 1st level, when you choose this revolutionary path, you learn to speak, read, and write any two languages of your choice. Additionally, you can speak and understand all languages known by creatures with whom you share a soul covenant.

Insidious Rhetoric

Starting at 3rd level, after speaking with a creature for at least one minute, you can attempt to enthrall them with your beguiling oration. If you do so, you must concentrate on the effect as if concentrating on a spell. The creature must make a Wisdom saving throw (DC = 8 + your Charisma modifier + your proficiency bonus) or be affected as if under the suggestion spell.

Once you use this feature, you may not do so again until you finish a long rest.

Incite Mutiny

Beginning at 6th level, you can sow strife and discord among your foes. As an action, spend any number of conviction points and then choose that many creatures within 60 feet. A target must be able to see or hear you. Each targeted creature makes a Charisma saving throw (DC = 8 + your Charisma modifier + your proficiency bonus). On a failure, the target must immediately expend its reaction to make a melee attack against a creature within reach that you choose.

Covert Operator

Starting at 6th level, you can use your action to shield the identity of your followers. Creatures with whom you share a soul covenant within 60 feet gain an illusionary disguise as if under the effects of a disguise self spell. You choose the nature of the disguise and must concentrate on the effect as if concentrating on a spell. The effect lasts up to 1 hour.

Once you use this feature, you may not do so again until after you finish a long rest.

Seize the Zeitgeist

At 11th level, when a creature with whom you share a soul covenant that you can see makes an opportunity attack, you can use your reaction to move up to your speed.

Rebel Commander

At 17th level, you are immune to magic that can detect your thoughts or emotions, and to divination spells unless you choose to be affected. You also can communicate telepathically with a creature with whom you share a soul covenant with at any distance on the same plane of existence.

Section 15: Copyright Notice

Galder’s Gazetteer Author(s) Matt Click, Gabe Hicks, Jess Ross

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