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Provocateur

Provocateur

An inveterate mischief-maker, you thrive on putting people into bad situations. You find their misfortunes amusing—and you like nothing better than amusement. You develop a number of tricks that tempt others to take rash actions and that punish their hubris. You profit when they fall for your suggestions. Your techniques could arise from a nasty personality, a deep seated resentment for others more fortunate, or from long association with tricksters in the hidden realms.

Level 7 Provocateur

Attributes: Increase three attributes by 1 each

Health: +12

Bonus Damage: +1d6

Bad Influence: In social situations, you make rolls to deceive and persuade with 1 boon.

Provoke Attack: You can use an action to target one creature within 5 yards. If the target can hear and understand you, it can use a reaction to make a melee attack against a target of its choice. The target rolls with 1 bane but deals an extra 2d6 damage on a success. The extra damage increases to 4d6 at level 8 and 6d6 at level 10. After the target makes the attack, it becomes vulnerable (luck ends).

Level 8 Provocateur

Health: +12

Don’t Blame Me: Whenever you use a provocateur talent, you impose 1 bane on rolls to attack you until the start of your next turn.

False Confidence: When a creature gets a success on an attribute roll, you can use a reaction to fill the creature with false confidence. The next time it makes an attribute or luck roll before the end of its next turn, the creature reduces the result of its roll by 10. After you use this talent, you lose access to it (luck ends).

Level 10 Provocateur

Health: +12

Lead into Peril: When a creature that can hear and understand you moves at least 1 yard, you can use a reaction to make an Intellect roll against its Will. On a success, you decide how the creature uses the rest of its movement and, if it’s Slippery, it loses that trait until the start of its next turn. On a failure, the creature becomes immune to this talent for 24 hours.

Reap What You Sow: When a creature within 5 yards of you is harmed in combat, you gain a mischief token. You can have just one mischief token at a time. You can spend a token to regain the use of your reaction or to deal an extra 5d6 damage when you get a success on a roll to attack.