Envoy

Leaders, negotiators, ambassadors. Envoys excel in navigating the complex multi-cultural landscape of the galaxy.

Class Features
As an envoy, you gain the following class features.

Hit Points
Hit Dice: 1d8 per envoy level

Hit Points at 1st Level: 8 + your MIGHT modifier

Hit Points at Higher Levels: 1d8 (or 5) + your MIGHT modifier per Envoy level after 1st

Proficiencies
Armor: Civilian Armor

Weapons: Civilian Weapons, and one military weapon of your choice.

Tools: One tool proficiency of your choice.

Saving Throws: Will, Reflex

Skills: Choose any three from Investigation, Culture, Insight, Deception, Intimidation, Persuasion

Equipment

 * (a) an Ion Pistol, (b) a neural baton, or (c) an oscillating rapier
 * a diplomat's pack
 * a skeinsuit

Affect Resolve
Your words and presence have the power to either inspire or demoralize those around you.

Bolster Resolve

You can inspire others through stirring words. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains advantage on the next ability check, attack roll, or saving throw it makes.

Hinder Resolve

As a bonus action you deliver demoralizing words to a creature that can hear you (though it need not understand you), it must succeed on a MIND (né Wisdom) saving throw or it suffers from disadvantage on the next attack roll it makes before the end of its next turn.

Invigor Resolve

You confer an invigorating call to an ally. Use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains 1d4 temporary hit points. Once you use this feature you can't use it again until you finish a short rest.

Expertise
At 1st level, choose two of your skill or tool proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 6th level, you can choose two more of your proficiencies to gain this benefit.

Rousing Parley
Beginning at 2nd level, you can use your rhetorical deftness to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your speech regain hit points at the end of the short rest, each of those creatures regains an extra 1d6 hit points. The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d 10 at 13th level, and to 1d 12 at 17th level.

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