be you a person who has seen the horrors of the planes or just unnervingly stubborn you have the ability to overcome great fear.
you gain advantage on saving throws against effects that would fear you and on your turn you may use a bonus action to focus on the creature and calm yourself and remove any fear effects currently on you and you gain advantage on the next attack or saving throw produced by the creature that frightened you. if the creature cannot hear you it has no effect but the ability isn't expended.
you may also use your action to assist your allies by talking them through the fear this can be done two ways:
courageous touch
first effect, you can talk through the fear to a single person immediately dispelling the fear effect. if it is under the effect of a spell causing the fear effect they may remake the saving throw but do so with advantage or add a d4 to their new roll.
courageous burst
second effect, you can call to all chosen creatures within 30 feet in a voice of courage allowing them to immediately retry there saving throw against the fear, if they succeed the effect is suppressed for the next minute.
these ability's of courageous (both burst and touch) can only be used on each creature once every long rest.
Comments