People can often be the most fascinating subject of all. The diversity of cultures across history and the multiverse provides endless content for study and further insight.
Anthropolgy societies specialize in gathering and utilizing information about various cultures across the multiverse. This includes understanding languages, customs, religions and more. Contact between unfamiliar peoples can be dominated with suspicion, confusion and danger. Learning to communicate and deescalate effectively, often without shared languages, is a vital skill for members of such societies.
Could just change this to Linguist
Maybe ability to cast spells with sign (ignoring verbal components)
Ability to speak in such a way that only target can understand
charm?
Int bonus to cha checks?
prof with persuasion/insight (and int bonus?)
Starting at 2nd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Anthropologist Spells table. These spells count as lorehunter spells for you, but they don't count against the number of lorehunter spells you prepare.
Anthropologist Spells
Lorehunter Level.3rd | charm person, comprehend languages, command5th | calm emotions9th | fast friends, tongues13th | 17th | rary's telepathic bondAt 3rd level, you become a specialist of language and body language. You gain the following benefits:
You learn three additional languages of your choice, agreed with your DM. If you wish, you may replace each of these languages with proficiency in the Insight or Persuasion skill instead.
You learn new languages in half the time.
You have advantage on ability checks you make when attempting to convey simple meanings to humanoids without a shared language.
You can use Intelligence in place of Wisdom or Charisma when making checks that use your Insight or Persuasion skill, and that target humanoids.
Starting at 3rd level, you learn to harness the deep cultural and historical roots of certain languages, using their subtle variations in the arcane to modify your spells. Choose three Modifiers from the list below and an associated language for each, agreed with the DM. You can choose multiple modifiers for a same language but must choose one language for each modifier.
When you cast a spell of 1st-level or higher with verbal components using one of the chosen languages, you can modify the spell for that casting as described below. You can modify spells in this way a number of times equal to your Intelligence modifier, and you regain all expended uses when you finish a short or long rest.
more at higher levels
Modifiers
Examples of suitable languages from the Player's Handbook are included which each modifer below. The DM is free to add and remove languages as they see for for their world.
Ascendant Eloquence. If the spell requires concentration, you can grant either yourself or one target advantage on Charisma checks for the duration of the spell. In addition, if the spell grants a target a fly speed, you can increase the fly speed of one target by 10ft.
Suitable Languages: Celestial, Draconic, Sylvan
Dark Dweller. If the spell requires concentration, you can grant one target of the spell 60 feet of darkvision for the duration. If the target already has darkvision, it increases by 60 feet instead.
Suitable Languages: Infernal, Undercommon
Divine Words. If the spell deals radiant damage or restores hit points, you can grant 1d8 temporary hit points to yourself or a target of the spell.
Suitable Languages: Celestial
Energy Affinity. Choose a damage type associated with the chosen language. If the spell deals the chosen damage type, you can deal an additional 1d10 damage of the same type to one target of the spell.
Suitable Languages: Abyssal (cold, fire or poison), Auran (lightning or thunder), Aquan (bludgeoning or cold), Deep Speech (psychic), Draconic (acid, cold, fire, lightning, poison or thunder), Giant (bludgeoning, cold, fire or thunder), Ignan (fire), Terran (bludgeoning), Undercommon (Poison)
Magic Reserves. If the spell is 1st-level, you do not consume a spell slot for this casting.
Suitable Languages: Deep Speech, Draconic
Nature's People: If the spell can normally target humanoids, you can choose to instead target beasts, plants or fey.
Suitable Languages: Druidic, Sylvan
Rapid Speech. If a creature attempts to take a reaction triggered by this casting, they must first make a Wisdom saving throw or they cannot take a reaction for this trigger.
Suitable Languages: TBD
Somatic Words. You can replace the verbal components of the spell with somatic ones. If the spell normally requires that a target can hear you, it instead requires that they can see you.
Suitable Languages: Sign
Super Scale. If the spell requires concentration, you can change one willing target's size up or down by one category for the spell's duration. This modifer works in addition to any other size changes resulting from the spell.
Suitable Languages: Deep Speech, Draconic, Dwarvish, Giant, Orcish
Titan Feller. If the spell allows a target to make a Strength saving throw to avoid or reduce effects, you can give one target that is at least one size larger than you disadvantage on the first saving throw they make for this spell.
Suitable Languages: Gnomish, Goblin, Halfling
Terrain Melding. If the spell creates an area that is lightly obscured or difficult terrain, you have advantage on checks to hide in the spell's area for the duration. You are also unaffected by the difficult terrain.
Suitable Languages: Druidic, Giant, Sylvan, Terran
Tricksy Phrasing. If the spell allows a creature to make an Intelligence or Wisdom saving throw to avoid or reduce the effects, you can impose a 1d4 penalty on one target's saving throw.
Suitable Languages: Infernal, Sylvan, Thieves's Cant
Weighty Words. If the spell requires concentration, you can make one target of the spell Weighted or Lightened for the duration.
Suitable Languages: Auran, Dwarvish, Giant, Terran
Starting at 3rd level, you learn to weave cultural and historical aspects of language into your spellcasting. Choose three languages you know and a creature type associated with each one (agreed with the DM).
When you cast a spell with verbal components that targets a creature of one of the chosen types, you can weave the language into the spell and gain a +1 bonus to the attack roll or spell save DC.
a bit dull right now
At 3rd level, you know the message cantrip. It counts as a lorehunter spell for you, and Intelligence is your spellcasting ability for it. When you cast this cantrip, you can immediately intuit at least one language the target knows, if any, and choose to relay the message in that language if you know it. If you don't share a language, you have advantage on ability check to convey meaning through the message in spite of the language barrier.
Arguably this should be separate to the cantrip
You can also communicate Sign through the cantrip.
In addition, you can target one additional creature with each casting of the cantrip. You send the same message to both creatures but each can reply separately, hearing each other's reply. You can use the cantrip in this way a a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
At 3rd level, you know the friends cantrip. It counts as a lorehunter spell for you, and Intelligence is your spellcasting ability for it. When the spell ends, you can make an Intelligence/Charisma check (DC equals 10 + the target's level or CR). On a success, the creature does not become hostile as a result of the spell, though it may still be distrustful and can still become hostile for other reasons.
In addition, when you cast the spell, you can choose an additional target. You can do so a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
Minor Illusion to convey meaning despite lack of shared language
Multi target message
Friends boost
Thaumaturgy to change accent for cha boost ...nah
Guidance bumped to a d6 on cha stuff
Mind sliver, extract knowledge instead of damaging
message, when they reply, quickly grasp local dialect and get a cha boost
At 7th level, you choose one additional modifier for your Arcane Tongues feature.
Starting at 7th level, experience dealing with often hostile strangers has taught you just the right things to say to quickly mitigate or control the siuation. When you roll Initiative, you can immediately take the Influence action as a Reaction. If you are surprised, you have disadvantage on an associated ability check.
Alternatively, instead of taking the Influence action, you can choose a creature you can see or hear within 30 feet and that can see or hear you and can understand you. That creature gains a bonus or penalty (your choice) to their Initiative roll equal to 1d6 plus your Intelligence modifier. If you are surprised, this bonus or penalty is just 1d6 instead.
Starting at 7th level, you can use your Invigorating Knowledge feature when you, or a creature you aid with the Help action, succeeds on a Charisma check.
Starting at 11th level,
At 11th level, you choose one additional language for your Arcane Tongues feature.
At 11th level, when you use an Arcane Tongue modifier on a spell you cast, you can choose a number of targets up to your Intelligence modifer. The chosen creatures can understand and speak the associated language for the duration of the spell.
In addtiton,
Starting at 15th level, you can quickly adapt to the ways of others. You ignore all class and race requirements on the use of magic items.
In addition, you can ignore race requirements when taking feats at later levels. This feature does not grant you traits you do not possess. For example you cannot use the second benefits of the Draconic Roar feat if you do not already have a breath weapon from the dragonborn race.
feats too?
While this is cool and fine, it does feel a little dirty with colonial and white-savior vibes
At 15th level, you choose one additional language for your Arcane Tongues feature.
Starting at 3rd level, you gain additional ways to utilise your Lorehunter Notes.
Charming Communications. Communicating across languages and cultures has allowed you to develop your social skills. When you make an ability check that uses your Charisma modifier, you can expend a Note Die, roll it, and add the result to the roll. Persuasion Only?
Nonverbal Casting. Your mastery of nonverbal communication extends to your magic. When you cast a spell with verbal components, you can expend a Note Die, and replace the verbal components with somatic components.
At 3rd level, you learn three additional languages agreed with your DM.
In addition, you can learn a new language by spending at least 24 hours with a friendly creature that speaks or writes that language. If you and the creature share another language, you can learn the new language in just 8 hours.
(ALT) In addition, you can convey simple messages to a creature through gestures alone even if you do not share a language with it. The creature must have an Intelligence score of 6 or higher, understand at least one language and be able to see you.
Would need to find some way to make that 2nd bit better or different to comprehend languages
Also need this to differ from Linguist feat and Anthropologist BG
At 3rd level, your mastery of communicating purely through gestures extends to your magic. You can choose to change the verbal components of a spell to somatic components. If the spell also requires that a creature is able hear you or understands your language, it no longer has these requirements, provided that the creature can see you and it understands at least one language.
You can alter a casting in this way a number of time equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
maybe another feature for silent communication
Starting at 3rd level, you learn to harness the deep cultural and historical roots of certain languages, using their subtle variations in the arcane to modify your spells. Choose two languages you know, you gain an associated Linguisitc Arcana option for each. Work with your DM to determine what Linguistic Arcana options are associated with each language, some examples for the languages found in the Player's Handbook are included in the table below (The DM is free to change or add their own options to fit their world).
When you cast a spell with verbal components using a language you have a Liguistic Arcana for, you can modify the spell for that casting as described in the Linguistic Arcana option.
You can modify spells in this way a number of times equal to your Intelligence modifier, and you regain all expended uses when you finish a long rest.
Linguistic Arcana Options
Abjure Others. This language has strong ties to the material plane and may be distastful to those from elsewhere.
If the spell targets an aberration, celestial, elemental, fey, fiend, or undead creature, you can give one such target disadvantage on the first saving throw they make against the spell.
Ancient Eloquence. The language was used by ancient and eloquent creatures such as dragons or gods.
If the spell requires concentration, you can grant one target advantage on Charisma checks for the duration of the spell. In addition, if the spell grants a target a fly speed, you can increase the fly speed of one target by 10ft.
more at higher levels
Languages
Maybe include some standard ones?
or make a list of features instead and allow DM/flavour to decide what langauges are actually associated.
Abyssal. If the spell deals cold, fire or poison damage, you can deal an additional 1d8 damage of the same type to one target of the spell. This damage increases to 2d8 once you reach xth level in this class.
Auran.
Aquan.
Celestial. If the spell deals radiant damage or restores hit points, you can grant 1d8 temporary hit points to a creature within 10 feet of you and that can hear you. These temporary hit points increase to 2d8 when you reach xth level in this class.
Deep Speech.
Draconic. If the spell requires concentration, you can grant one target advantage on Charisma checks for the duration of the spell. In addition, if the spell grants a target a fly speed, you can increase the fly speed of one target by 10ft.
Druidic. If the spell can target humanoids, such as the hold person spell, you can choose to instead targets beasts or plants.
Ignan.
Infernal. If the spell allows a creature to make an Intelligence or Wisdom saving throw to avoid or reduce effects, you can impose a 1d4 penalty on one target's saving throw. or do something devil sight related.
Sign. You can replace the verbal components of the spell with somatic ones. If the spell normally requires that a target can hear you, it instead requires that they can see you. They do not need to understand sign.
Sylvan. If the spell can target humanoids, you can choose to instead target beasts, plants or fey. (maybe this should be druidc and sylvan be more about trickery)
Terran.
Undercommon. extend range of darkvision? something poison related?
Optional: Additional Languages
Your DM may allow additional languages not included in the list above, including any unique to the world you are in. Work with your DM to decide how you might use such languages to modify spells. Examples of possible language modifications are included below:
Type Affinity. If the language has ties to particular forms of energy, casting a spell that deals that damage type in that language may allow you to deal an extra d8 of damage to one target of the type.
Type Change. If the language has ties to particular forms of energy, casting a spell in that language may allow you to change the damage type to the chosen type.
Starting at 7th level, your social interactions can cause creatures to rush or hesitate in combat. When you spend at least a minute socially interacting with a creature and that creature rolls initiative within the next hour, you can grant them a bonus or penalty (your choice) to their initiative roll equal to your Intelligence modifier (no action required). You can affect a number of creatures in this way simultainiously up to your Proficiency Bonus.
Starting at 7th level, your social interactions can cause creatures to rush or hesitate in combat. When you succeed on a Charisma check against a creature, and that creature rolls initiative within the next hour, you can grant them a bonus or penalty (your choice) to their initiative roll equal to your Intelligence modifier (no action required). move this to note die stuff?