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D&D Build GuideHow to Build a Party Face

The one who does the talking: the classes, species, skills and charm spells that make a party face, plus three builds ready to play.

2024 RULES

What Makes a Party Face

The face is the character who talks to the guard, haggles with the merchant and negotiates with the dragon. A good face has:

  • Charisma. It powers Persuasion, Deception, Intimidation and Performance.
  • The social skills, with Expertise. Persuasion first, then Deception or Intimidation, and Insight to know when it is not working.
  • Magic for when words fail. Charm and enchantment spells, and spells that let you understand anyone.
  • A reason to be trusted. A badge, a holy symbol, a reputation. Your background and your character do half the work before you roll.

This guide uses the 2024 rules. Your background sets your ability score increases, so any species can be a face. AcolyteAcolyteBackgroundAbility ScoresIntelligence, Wisdom, CharismaFeatMagic Initiate (Cleric)Skill ProficienciesInsight and Religion is the only free-rules background that raises Charisma, so it is the default pick below.

Thrain's take

A face who only rolls dice is just a number. Tell me what you say and why the other person should care, and I will often not ask for a roll at all. If I do, a good argument gets you Advantage. A bad one gets you a very polite no.

Best Classes for a Face

Legendary: build around it Epic: excellent Rare: good Uncommon: works Common: weak fit
Bard
Charisma caster with ExpertiseExpertiseLevel 2 featureYou gain Expertise (see "Rules Glossary") in two of your skill proficiencies of your choice. Performance and Persuasion are recommended if you have proficiency in them. At Bard level 9, you gain Expertise in two more of your skill proficiencies of your choice. in two skills at level 2 (the class recommends Persuasion), and the best list of charm spells. The College of Lore adds three more skills and Peerless SkillPeerless SkillLevel 14 featureWhen you make an ability check or attack roll and fail, you can expend one use of Bardic Inspiration; roll the Bardic Inspiration die, and add the number rolled to the d20, potentially turning a failure into a success. On a failure, the Bardic Inspiration isn't expended. at 14 to save a failed check.
Legendary
Paladin
Charisma is your second-best score anyway, and a knight in shining armor gets listened to. The Oath of Devotion adds Zone of TruthZone of Truth2nd-level EnchantmentCastingActionRange60 feetDuration10 minutesSaveCharismaYou create a magical zone that guards against deception in a 15-foot-radius Sphere centered on a point within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there makes a Charisma saving throw.. No Expertise, so you rely on Charisma alone.
Epic
Warlock
Charisma casting, Charm PersonCharm Person1st-level EnchantmentCastingActionRange30 feetDuration1 hourSaveWisdomOne Humanoid you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. and SuggestionSuggestion2nd-level EnchantmentConcentrationCastingActionRange30 feetDuration8 hoursSaveWisdomYou suggest a course of activity, described in no more than 25 words, to one creature you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to the target or its allies., and the Fiend patron adds CommandCommand1st-level EnchantmentCastingActionRange60 feetDurationInstantaneousSaveWisdomYou speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options: - Drop. The target drops whatever it is holding and then ends its turn. - Flee.. Invocations like Mask of Many Faces help a face who also lies.
Epic
Sorcerer
Subtle Spell casts with no words or gestures, so your SuggestionSuggestion2nd-level EnchantmentConcentrationCastingActionRange30 feetDuration8 hoursSaveWisdomYou suggest a course of activity, described in no more than 25 words, to one creature you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to the target or its allies. looks like a good argument. Only two skills from the class, so pick Persuasion and Deception.
Epic
Rogue
Expertise at level 1 and again at 6, then Reliable TalentReliable TalentLevel 7 featureWhenever you make an ability check that uses one of your skill or tool proficiencies, you can treat a d20 roll of 9 or lower as a 10. at 7: no roll below a 10 on a skill you know. The best pure skill face, without charm magic.
Epic
Cleric
Insight comes naturally to a Wisdom class, and CommandCommand1st-level EnchantmentCastingActionRange60 feetDurationInstantaneousSaveWisdomYou speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options: - Drop. The target drops whatever it is holding and then ends its turn. - Flee., Calm EmotionsCalm Emotions2nd-level EnchantmentConcentrationCastingActionRange60 feetDuration1 minuteSaveCharismaEach Humanoid in a 20-foot-radius Sphere centered on a point you choose within range must succeed on a Charisma saving throw or be affected by one of the following effects (choose for each creature): - The creature has Immunity to the Charmed and Frightened conditions until... and Zone of TruthZone of Truth2nd-level EnchantmentCastingActionRange60 feetDuration10 minutesSaveCharismaYou create a magical zone that guards against deception in a 15-foot-radius Sphere centered on a point within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there makes a Charisma saving throw. are all on your list. Charisma is usually only your third score.
Rare
Ranger
Deft ExplorerDeft ExplorerLevel 2 featureThanks to your travels, you gain the following benefits. Expertise. Choose one of your skill proficiencies with which you lack Expertise. You gain Expertise in that skill. Languages. You know two languages of your choice from the language tables in "Character Creation." gives two languages and Expertise in a skill. Good for the frontier guide who talks to locals, not the court diplomat.
Uncommon
Wizard
Detect ThoughtsDetect Thoughts2nd-level DivinationConcentrationCastingActionRangeSelfDuration1 minuteSaveWisdomYou activate one of the effects below. Until the spell ends, you can activate either effect as a Magic action on your later turns. Sense Thoughts. You sense the presence of thoughts within 30 feet of yourself that belong to creatures that know languages or are telepathic., Comprehend LanguagesComprehend Languages1st-level DivinationRitualCastingActionRangeSelfDuration1 hourFor the duration, you understand the literal meaning of any language that you hear or see signed. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. and TonguesTongues3rd-level DivinationCastingActionRangeTouchDuration1 hourThis spell grants the creature you touch the ability to understand any spoken or signed language that it hears or sees. help in a negotiation, but Intelligence does nothing for Persuasion.
Uncommon
Fighter and Barbarian
The SoldierSoldierBackgroundAbility ScoresStrength, Dexterity, ConstitutionFeatSavage AttackerSkill ProficienciesAthletics and Intimidation background brings Intimidation, which works for one kind of conversation. Leave the rest to someone else.
Common

Best Species for a Face

Human
Skillful adds a skill, Versatile adds SkilledSkilledOrigin featYou gain proficiency in any combination of three skills or tools of your choice. for three more, and Heroic Inspiration after every Long Rest is a reroll for the one check that matters.
Legendary
Halfling
Luck rerolls a 1 on any d20 Test, including Persuasion. People also tend to underestimate a halfling, which is useful.
Epic
Tiefling
ThaumaturgyThaumaturgyTransmutation cantripCastingActionRange30 feetDuration1 minuteYou manifest a minor wonder within range. You create one of the effects below within range. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time. Altered Eyes. You alter the appearance of your eyes for 1 minute. Booming Voice. for a voice three times louder when you need to intimidate, and a Fiendish Legacy you can cast with Charisma.
Epic
Elf
Keen Senses can give you Insight, and Fey Ancestry gives Advantage against being charmed, so the other side's face has a harder time with you.
Rare
Gnome
Gnomish Cunning gives Advantage on Charisma, Wisdom and Intelligence saves, so magic aimed at your mind usually fails.
Rare
Dragonborn
Nothing mechanical for talking, but a dragonborn in the doorway makes Intimidation very easy to describe.
Uncommon

Skills, Feats and Background

Put Expertise into Persuasion first. Add Deception if your face lies, or Intimidation if your face threatens. Take Insight from your background or species: knowing when someone is lying matters as much as lying yourself.

AcolyteAcolyteBackgroundAbility ScoresIntelligence, Wisdom, CharismaFeatMagic Initiate (Cleric)Skill ProficienciesInsight and Religion is the best free-rules background for a face: a Charisma increase, Insight, and Magic InitiateMagic InitiateOrigin featChoose a level 1 spell from the same list you selected for this feat's cantrips. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. (Cleric) for GuidanceGuidanceDivination cantripConcentrationCastingActionRangeTouchDuration1 minuteDamage1d4You touch a willing creature and choose a skill. Until the spell ends, the creature adds 1d4 to any ability check using the chosen skill., which adds a d4 to the skill of your choice before a big conversation.

Feats

Skilled
SkilledSkilledOrigin featYou gain proficiency in any combination of three skills or tools of your choice. covers Persuasion, Deception and Insight in one feat. Take it from the human's Versatile trait.
Epic
Magic Initiate (Cleric)
Magic InitiateMagic InitiateOrigin featChoose a level 1 spell from the same list you selected for this feat's cantrips. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. brings GuidanceGuidanceDivination cantripConcentrationCastingActionRangeTouchDuration1 minuteDamage1d4You touch a willing creature and choose a skill. Until the spell ends, the creature adds 1d4 to any ability check using the chosen skill. for a bonus on social checks, and CommandCommand1st-level EnchantmentCastingActionRange60 feetDurationInstantaneousSaveWisdomYou speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options: - Drop. The target drops whatever it is holding and then ends its turn. - Flee. for when talking stops working.
Epic
Skill Expert
From the Player's Handbook, level 4+: one more skill, Expertise in one skill and +1 to an ability. Turns a paladin or warlock into a real face.
Epic
Fey Touched
From the Player's Handbook, level 4+: +1 Charisma, Misty StepMisty Step2nd-level ConjurationCastingBonus ActionRangeSelfDurationInstantaneousBriefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space you can see. and a level 1 enchantment such as CommandCommand1st-level EnchantmentCastingActionRange60 feetDurationInstantaneousSaveWisdomYou speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options: - Drop. The target drops whatever it is holding and then ends its turn. - Flee..
Rare

Best Face Spells

Cantrips

ThaumaturgyThaumaturgyTransmutation cantripCastingActionRange30 feetDuration1 minuteYou manifest a minor wonder within range. You create one of the effects below within range. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time. Altered Eyes. You alter the appearance of your eyes for 1 minute. Booming Voice. A voice like thunder
MessageMessageTransmutation cantripCastingActionRange120 feetDuration1 roundYou point toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear. Whisper advice to an ally mid-negotiation
PrestidigitationPrestidigitationTransmutation cantripCastingActionRange10 feetDuration1 hourYou create a magical effect within range. Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time. Sensory Effect. Clean clothes for the duke's dinner

1st Level

Charm PersonCharm Person1st-level EnchantmentCastingActionRange30 feetDuration1 hourSaveWisdomOne Humanoid you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. Advantage on Charisma checks; they know afterward
CommandCommand1st-level EnchantmentCastingActionRange60 feetDurationInstantaneousSaveWisdomYou speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options: - Drop. The target drops whatever it is holding and then ends its turn. - Flee. One word: flee, drop, halt
Comprehend LanguagesComprehend Languages1st-level DivinationRitualCastingActionRangeSelfDuration1 hourFor the duration, you understand the literal meaning of any language that you hear or see signed. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. Ritual: understand anyone
Disguise SelfDisguise Self1st-level IllusionCastingActionRangeSelfDuration1 hourYou make yourself, including your clothing, armor, weapons, and other belongings on your person look different until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. Look like someone they trust

2nd and 3rd Level

SuggestionSuggestion2nd-level EnchantmentConcentrationCastingActionRange30 feetDuration8 hoursSaveWisdomYou suggest a course of activity, described in no more than 25 words, to one creature you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to the target or its allies. A reasonable request they must follow
Zone of TruthZone of Truth2nd-level EnchantmentCastingActionRange60 feetDuration10 minutesSaveCharismaYou create a magical zone that guards against deception in a 15-foot-radius Sphere centered on a point within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there makes a Charisma saving throw. Nobody inside can lie
Calm EmotionsCalm Emotions2nd-level EnchantmentConcentrationCastingActionRange60 feetDuration1 minuteSaveCharismaEach Humanoid in a 20-foot-radius Sphere centered on a point you choose within range must succeed on a Charisma saving throw or be affected by one of the following effects (choose for each creature): - The creature has Immunity to the Charmed and Frightened conditions until... Takes the heat out of a standoff
Enhance AbilityEnhance Ability2nd-level TransmutationConcentrationCastingActionRangeTouchDuration1 hourYou touch a creature and choose Strength, Dexterity, Intelligence, Wisdom, or Charisma. For the duration, the target has Advantage on ability checks using the chosen ability. Advantage on Charisma checks
Detect ThoughtsDetect Thoughts2nd-level DivinationConcentrationCastingActionRangeSelfDuration1 minuteSaveWisdomYou activate one of the effects below. Until the spell ends, you can activate either effect as a Magic action on your later turns. Sense Thoughts. You sense the presence of thoughts within 30 feet of yourself that belong to creatures that know languages or are telepathic. Hear what they are not saying
TonguesTongues3rd-level DivinationCastingActionRangeTouchDuration1 hourThis spell grants the creature you touch the ability to understand any spoken or signed language that it hears or sees. Talk to anyone

Higher levels

Charm MonsterCharm Monster4th-level EnchantmentCastingActionRange30 feetDuration1 hourSaveWisdomOne creature you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. Charm Person for anything
Mass SuggestionMass Suggestion6th-level EnchantmentCastingActionRange60 feetDuration24 hoursSaveWisdomYou suggest a course of activity, described in no more than 25 words, to twelve or fewer creatures you can see within range that can hear and understand you. Twelve people agree with you for a day
GlibnessGlibness8th-level EnchantmentCastingActionRangeSelfDuration1 hourUntil the spell ends, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful. Your Charisma checks cannot roll low

Three Face Builds

Human bard
DiplomatThe Silver Tongue
Species
Human (Versatile: SkilledSkilledOrigin featYou gain proficiency in any combination of three skills or tools of your choice.)
Class
Bard (College of Lore)
Background
Acolyte (Magic InitiateMagic InitiateOrigin featChoose a level 1 spell from the same list you selected for this feat's cantrips. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest.)
8STR
14DEX
13CON
10INT
13WIS
17CHA

Twelve skill proficiencies by level 3, with Expertise in Persuasion and Insight. Charm PersonCharm Person1st-level EnchantmentCastingActionRange30 feetDuration1 hourSaveWisdomOne Humanoid you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. at level 1, SuggestionSuggestion2nd-level EnchantmentConcentrationCastingActionRange30 feetDuration8 hoursSaveWisdomYou suggest a course of activity, described in no more than 25 words, to one creature you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to the target or its allies. at 3, and Cutting WordsCutting WordsLevel 3 featureYou learn to use your wit to supernaturally distract, confuse, and otherwise sap the confidence and competence of others. to make a rival's argument fall flat.

Build the Silver Tongue
Free to start. No card needed.
Elf warlock
IntimidatorThe Velvet Threat
Species
Elf (Drow)
Class
Warlock (Fiend Patron)
Background
Acolyte (Magic InitiateMagic InitiateOrigin featChoose a level 1 spell from the same list you selected for this feat's cantrips. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest.)
8STR
14DEX
13CON
10INT
13WIS
17CHA

Soft-spoken and very hard to say no to. Deception and Intimidation from the class, Insight from the background, and CommandCommand1st-level EnchantmentCastingActionRange60 feetDurationInstantaneousSaveWisdomYou speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options: - Drop. The target drops whatever it is holding and then ends its turn. - Flee. and SuggestionSuggestion2nd-level EnchantmentConcentrationCastingActionRange30 feetDuration8 hoursSaveWisdomYou suggest a course of activity, described in no more than 25 words, to one creature you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to the target or its allies. from the Fiend for anyone who still refuses.

Build the Velvet Threat
Free to start. No card needed.
Halfling paladin
Honest brokerThe Herald
Species
Halfling
Class
Paladin (Oath of Devotion)
Background
Acolyte (Magic InitiateMagic InitiateOrigin featChoose a level 1 spell from the same list you selected for this feat's cantrips. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest.)
15STR
10DEX
13CON
8INT
13WIS
16CHA

Small, armored and impossible to dislike. Luck rerolls a 1 on the Persuasion check, Zone of TruthZone of Truth2nd-level EnchantmentCastingActionRange60 feetDuration10 minutesSaveCharismaYou create a magical zone that guards against deception in a 15-foot-radius Sphere centered on a point within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there makes a Charisma saving throw. at level 5 settles the argument, and the sword is there if negotiations end.

Build the Herald
Free to start. No card needed.

Playing a Face at the Table

  • Know what you want before you start talking. "I want the guild to lend us their boat." A clear goal tells the Dungeon Master what to roll for, and tells you when you have won.
  • Find out what they want. Use Insight, ask questions, and offer something. A trade beats a bluff.
  • Bring the party in. Point to the fighter as proof of your threat, or the cleric as proof of your honesty.
  • Save the magic for last. Charm Person ends and they remember. Talk first, cast second.
Try it

Build one of the faces above and start a campaign full of guards, merchants and nobles who all want something.

Build a face

FAQ

What is the best class for a party face in D&D 2024?

The bard. It is a Charisma caster with Expertise in social skills from level 2 and the best charm spells. The paladin, warlock and sorcerer also have Charisma as their main ability, and the rogue has the most Expertise.

What skills does a face need?

Persuasion, then Deception or Intimidation depending on your style, and Insight. Put your first Expertise in Persuasion.

What is the best species for a face?

Human, for the extra skill, the Skilled feat from Versatile, and Heroic Inspiration every day. Halfling is next for Luck on social checks. In the 2024 rules any species can have high Charisma, because your background sets your ability scores.

Can a paladin be the party face?

Yes. Charisma powers paladin spells, so it is already high, and an armored knight is easy to trust. Take the Skill Expert feat at level 4 if you want Expertise in Persuasion.

Keep reading

Talk your way in tonight

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This guide includes material from the System Reference Document 5.2 by Wizards of the Coast LLC, licensed under the Creative Commons Attribution 4.0 International License. TableForge is not affiliated with Wizards of the Coast. Full licenses.