Saint Of The Old World Image

Although your past remains an enigma, the profound knowledge and skills from that ancient time still linger inside your mind. 

  • You have advantage an all animal handling, nature, and survival checks to handle bees and to harvest their honey and cannot roll lower than a 5 on the die to do so. 
  • You can reroll nat 1s and 2s on medicine checks to identify and treat illnesses, injuries, and other aliments within all humanoids (you must use the new roll).
  • as an action, you can identify if a creature that you can see within 30ft of you in an undead (this does not work if the creature is magically protected to hide that it is undead). If it is undead, as part of the same action you can make a religion check with advantage to identify the type of undead the creature is and any lore you know about it, as well as if it has any resistances, immunities, or vulnerabilities (the DC for this check is determined by the DM). 
  • Lastly, as a reaction when an ally within 30 ft of you fails a saving throw, you can spend a spell slot to give them an additional 1d4 to the roll. If you expend a higher level spell slot; For every 2 spell levels about level 1, you may grant your ally an additional d4 (up to a max of 3d4).

You gain this ability at level 11: 

Prophet of peace: Once per long rest, at the start of combat before initiative is rolled. You may attempt to persuade your opposition to parlay, yield, flee, or otherwise not engage your party. All enemies who can hear and understand you, and would roll for initiative, will not attack your party for the next minute; unless they are attacked or otherwise provoked toward violence by you or your party's actions (Ex: the rouge is caught sneaking away to a better vantage point to attack). During this time, you have advantage on rolls to convince your enemies to not fight and can re roll nat1s and 2s on these checks (you must use the new roll). your allies may also assist you in this endeavor, and you may grant your advantage and ability to reroll 1s and 2s (for Indvidual rolls only) to them a number of times during this minute equal to your proficiency bonus. 

At the end of this minute, if you have persuaded the enemy to not fight you. The enemies involved will not attempt to harm the party for at least the next 24 hours but, are under no other effect that would stop them from confronting the party in the future. Should you fail to dissuade violence, combat will ensue, and initiative will be rolled. However, your attempt at peaceful resolution still has an impact on your enemies mentally, and they roll all attacks with disadvantage for the first round of combat. (Whether this ability ultimately succeeds or fails is at the discretion of the DM.)

This ability cannot be used in every encounter. Certain enemies lack the mental capacity to be reasoned with and cannot be affected by this ability, such as certain undead, most constructs, and oozes. moreover, certain enemies may be hellbent on your destruction, and simply have no desire to allow you to avoid combat. Because of this, If a creature cannot be negotiated with, you do not consume a charge and you are aware that the creature cannot be reasoned with at this time.

 

Saint Of The Old World Image

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