

Diplomat
DIPLOMAT PURSUIT
Diplomats study social & political sciences. Those scholars who choose the Diplomat archetype know how to best present themselves to manipulate the masses into doing their bidding or allow them and their allies to carry out their business without impediment. They also understand the importance of self-preservation for a political figure.
SILVER TONGUE
When you choose this pursuit at 3rd level you add half your proficiency bonus to any Charisma skill check you are not already proficient in. Additionally, You learn one additional language of your choice.
MOTIVATING DIPLOMAT
Also, at 3rd level, when you are the target of your Critical Analysis feature, you and all allies within 5 feet of you gain a bonus to their AC equal to half your Intelligence modifier (rounded down).
ADDITIONAL MANEUVERS
Lastly at 3rd level, you gain access to new maneuvers which reflect the progress of your studies into the political world. Whenever you learn a new maneuver, you can choose from any of the following as well. The maneuvers are listed in alphabetical order.
Call to Arms
If you are surprised at the start of combat and aren't incapacitated, you can expend one superiority die to act normally. On your first turn, as a bonus action you can make a call to arms. When you do so, a number of creatures equal to the amount rolled on the superiority die that you choose within 30 feet who can see or hear you may act normally on their first turn.
Call the Guards
When a creature makes an attack roll against you, you can expend a superiority die and command a willing ally within 5 feet of that creature to use their reaction to intercede. The creature is then forced to make an attack on the ally instead. If the attack misses, the ally can immediately make a weapon attack against that creature as a part of that same reaction. Roll the superiority die and add the result to the ally's attack roll.
Charge
As a bonus action on your turn, you can expend one superiority die to spurn your allies to move. Until the start of your next turn, creatures you choose within 10 feet of you who can see or hear you can move an additional distance equal to 5 times the superiority die rolled on their turn and ignore standard difficult terrain.
Encouraging Speech
You can expend a superiority die to give an encouraging speech, spending the next minute rallying your allies. You grant a number of creatures up to your Intelligence modifier temporary hit points equal to the amount rolled on the superiority die.
Overwhelming Presence
As an action, you can make a Charisma (Persuasion) or Charisma (Intimidation) skill check and expend one superiority die to attempt to charm or frightened a humanoid creature who can see or hear you within 60 feet. Add the superiority die to the roll. The target makes a contested Wisdom (Insight) check. If your check succeeds, the target is charmed by you if you used Persuasion, or frightened of you if you used Intimidation, until the end of your next turn.
Rally
On your turn, you can use an action and expend one superiority die to bolster the resolve of one of an ally. When you do so, choose an ally who can see or hear you within 30 feet of you. The ally can add your Intelligence modifier to every damage roll they make until the start of your next turn.
Self-Preservation
As a reaction when you make a saving throw against an effect you can see, you can expend a superiority die and add the result. You can use this maneuver before or after making the saving throw, but before any effects of the saving throw are determined.
Steady the Nerves
As an action, you can expend one superiority die to strengthen your allies' defenses. Roll a superiority die. Until the end of your next turn, you and all allies within 5 feet of you when you use this action has a bonus to any saving throws, they make equal to amount rolled.
Tyrannical Strike
When you hit a creature with a weapon attack, you can expend one superiority die and a reaction to issue a one-word command to a creature who can see or hear you. You add the superiority die to the attack's damage roll, and the target must succeed on a Wisdom saving throw. On a failed save, the target must follow the command on its next turn. The target automatically succeeds if it is immune to charm, it doesn’t understand your language, or if your command is directly harmful to it.
FORCE OF PERSONALITY
Beginning at 6th level, as an action, you suggest a course of activity (limited to a sentence or two) to influence a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the effect.
The target must make a Wisdom saving throw against your Maneuver save DC. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for up to 24 hours. If the suggested activity can be completed in a shorter time, the effect ends when the subject finishes what it was asked to do.
You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that an officer giver her gun to the first smuggler she meets. If the condition isn’t met before the effect ends, the activity isn’t performed.
If you or any of your companions damage the target, the effect ends. Once you've used this feature, you must complete a short or long rest before you can use it again.
REASSEMBLE
Starting at 9th level, you may use to a bonus action to call your allies towards you. When you do so, choose a number of creatures that you can see within 60 feet of you equal to your Intelligence modifier (minimum of one). They can use their reaction to immediately move directly towards you up to their movement speed. This movement does not provoke opportunity attacks. Once you've used this feature, you must complete a short or long rest before you can use it again.
BEGUILING PRESENCE
Once you've reach 17th level, humanoids within 60 feet are particularly susceptible to your presence. Humanoids within range have disadvantage on saving throws against any charm or fear effects from you. Creatures who can’t be charmed are immune to this effect.
DISCOVERIES (DIPLOMAT)
When you select this archetype, you gain access to new discoveries which reflect the progress of your studies into the diplomatic world. Whenever you learn a new discovery, you can choose from any of the following as well. The discoveries are listed in alphabetical order.
Charming Feint
Prerequisite: Politician Pursuit
Allies within range of your Motivating Diplomat feature also gain a bonus to their damage roll equal to your Charisma modifier.
Cold Logic
Prerequisite: Politician Pursuit
You may use your Intelligence modifier instead of your Charisma modifier when you make a Deception, Intimidation, and Persuasion skill check.
Demanding Leader
Prerequisite: 5th level, Politician Pursuit
Your presence becomes more resounding, you gain a +1 to all charisma-based rolls.
Dominating Presence
Prerequisite: 15th level, Politician Pursuit
As an action, you can call out to a humanoid who can understand you that is charmed by you or frightened of you to direct their next action. The target must succeed a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can use your reaction to force the creature to use its reaction. Once you've used this feature, you can’t do so again until you finish a long rest.
Reliable Words
Prerequisite: 9th level, Politician Pursuit
When you make a Deception, Intimidation, or Persuasion skill check, you may treat any roll 9 or lower as if you had rolled a 10.
Tyrant's Ferocity
Prerequisite: Politician Pursuit
You have advantage on any attack against a creature that is charmed by you or frightened of you.