Call Truce Image
Prerequisite: Requires an Intelligence, Wisdom or Charisma score of 15 or higher.
 

You can passionately entreat your enemies with the aim of making combat unnecessary.

You gain the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  •  While in combat, as an action, you can call for a truce with any creatures that have an Intelligence score of 4 or greater and can understand you. When doing so, you can’t be wielding a weapon or threatening implement, such as a charged spell, wand, or anything else the creatures you are entreating might consider threatening. You must also be in plain sight of most of the creatures you are entreating.

    Once you’ve called for a truce, if any of your allies attack or take any threatening action against those you are entreating before the start of your next turn, your call is unsuccessful.

    At the start of your next turn, attempt a single Charisma(persuasion) check (DC = 8 + monster's CR rounded up + monster's Wisdom modifier). If you are successful, combat ceases for 1 minute, or until any creature in the opposing group is threatened or attacked.

    If you fail the check by 5 or more, you cannot use this ability again with any creature you attempted to entreat for 1d4 hours. If anyone in your group instead plans to use the parley to gain a combat advantage, the opponents can attempt a Insight check against each such member of your group to get a hunch, with a DC equal to that character's Passive Deception.

Special: If the parley would inherently result in the opponents surrendering or losing, if the opponents are mind-controlled or fanatics, or if there are other appropriate circumstances at the GM’s discretion, you might not be able to use this feat. For instance, if the opponents’ main advantage over your group comes from a short-duration spell that would end during a parley, you cannot use this feat. Circumstances could potentially increase the check’s DC.

Call Truce Image

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