Feeling Good is a physical representation of your fighting spirit, known as a, "stand". It has 4 Unique abilities:
New Dawn -
Player Level requirement - 1
Feeling Good has the ability to erase memories from a targets brain by touching them (10 foot reach), absorbing them into the user. (3/Day) Roll a D20 to see the effectiveness, while adding their proficiency bonus and best ability score bonus.
New Day -
Player Level requirement - 5
Feeling Good gains the ability to implant new memories into a target's brain by touching them (10 foot reach). (3/Day) Roll a D20 to see the effectiveness, while adding their proficiency bonus and best ability score bonus.
New Life -
Player Level requirement - 10
Feeling Good gains the ability to implant and steal memories from up to 15 nearby targets. (1/Day) Roll a D20 to see the effectiveness, while adding their proficiency bonus and best ability score bonus. After stealing the memories or implanting them, ask if they wish for it to be lethal or non-lethal. If lethal, have the enemies take an automatic 25 damage as their memories leave with different aspects of their body. (DM's Choice for which appendage/aspect)
Feeling Good -
Player Level requirement - 15
Feeling Good gains the following bonuses. The maximum enemies reached with New Life is increased to 30. New Dawn and New Life can now telepathically steal and implant memories from targets from up to 100 feet away.
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