Increase your Charisma score by 1, to a maximum of 20.
Prerequisites: The character must have the ability to cast at least one spell.
-
Description: This feat allows a character to imbue their weapons with the power of laughter and joy, granting them additional damage and abilities.
Benefits: When you use this feat, you can cast a powerful enchantment on your weapon as a bonus action. The enchantment lasts for 1 minute or until you dismiss it as a bonus action. While the enchantment is active, your weapon deals an additional 1d6 radiant damage on a hit. Additionally, you gain the following abilities:
-
Laughter's Barbs: As a bonus action, you can use the power of laughter to confuse your enemies. Choose one creature within 30 feet of you that can hear you. The target must make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). On a failed save, the target is confused for 1 minute. While confused, the target rolls a d8 to determine what action it will take on its turn:
- The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing.
- The creature does nothing.
- The creature uses its action to make a ranged attack against a randomly determined creature within its range. If there is no creature within its range, the creature does nothing.
- The creature uses its action to cast a spell of 1st level or lower (save DC 8 + your proficiency bonus + your Charisma modifier) that it knows. If it can't cast a spell, the creature does nothing.
- The creature uses its action to dash.
- The creature uses its action to disengage.
- The creature uses its action to hide.
- The creature uses its action to make a Wisdom (Insight) check contested by your Charisma (Deception) check. If you win the contest, the creature is stunned until the end of its next turn.
If the target is immune to being charmed, it automatically succeeds on the saving throw.
- Misdirection's Touch: As a bonus action, you can use the power of misdirection to slip past your enemies undetected. Choose one creature within 30 feet of you that can see you. The target must make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). On a failed save, the target is unable to perceive you for 1 minute. While unperceived, you have advantage on all Dexterity (Stealth) checks you make to hide from the target. If the target is immune to being charmed, it automatically succeeds on the saving throw.
-
Comments