Prerequisite: Requires a Charisma score of 15 or higher
You master the arts of diplomacy, gaining the following benefits:
- Increase your Charisma score by 1, to a maximum of 20.
- You gain proficiency in the Persuasion skill. If you are already proficient in this skill, you add double your proficiency bonus to checks you make with it.
- You choose a creature within 60 feet, that can understand a language that you speak. Take an action to make a Persuasion (Charisma) roll against their DC (8 + the creature's Wisdom modifier + proficiency bonus), on a success the creature is charmed by you and views you as a trusted leader. You can command the creature verbally (No action on your part) for 1d4 + 1 round following your orders. You can use this feature a number of times equal to your Charisma modifier per Long rest.
- Choose a creature within 30 feet of you that can understand a language you speak, and choose one of the following options:
1 Minute: You speak with the target for the duration, and you get to know them slightly. Roll a Persuasion check (DC depends on the creature), and on a success, the creature is charmed for 10 minutes, and considers you a close ally. While charmed this way they will help you as best they can without risking their life, or exposing secrets they consider to be confidential. Once the duration is over, they consider you to be at least friendly, and do not remember being charmed.
10 Minutes: You converse with the target for the duration, and you learn a good amount about them. Roll a Persuasion check with advantage (DC Varies) and on a success you charm the creature for 1 hour. While they are charmed this way they will fight for you until they see too much danger (usually half HP), and reveal secrets more freely. They may perform actions that would be more out of their alignment or social code. Once the duration is over, they consider you to be at least friendly, and do not remember being charmed.
1 Hour: You engage with the target in social activities and games for the duration, you learn about them in an intimate manner. Roll a Persuasion check with advantage and a +3 (DC Varies), and on a success the target is charmed by you for 8 hours. While charmed this way they will lay down their life for you in combat, reveal secrets that are normally considered completely confidential, and will perform actions that go against their moral code. Once the duration is over, they consider you to be at least friendly, and do not remember being charmed. You also have advantage on Charisma checks against them, and they have disadvantage on Charisma and Wisdom saves and checks against you.
Previous Versions
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7/19/2019 10:04:05 PM
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I would suggest a medium difficulty check. For the 10 minute one, maybe a medium check to keep them interested and a hard check to charm. And for the hour one, a hard check to keep them engaged and a very hard check to charm. In each of the last two, maybe you get advantage in the charming roll if your first check succeeded by 5 or more.
Overall a nice feat, but a bit over-powered. I'd consider:
- Drop the "trusted leader" feature
- Specify that the "you speak with ..." features (1) only works out of combat, and (2) target must be non-hostile towards you
This feat breaks down into:
- A half-feat
- PLUS, a lengthened and enhanced version of the Command spell but without concentration, and without creature retrying saving throws over time
- PLUS, a very interesting social interaction set of features
Just the "you speak with ..." portion is already a nice feat for a campaign heavy on RP & social.