Starting at 2nd level, when you choose this Circle, you possess multiple personalities that grant you distinct benefits. At the start of each turn, or at the request of the DM, roll a d6 to determine which personality is active for that turn:
| d6 Roll | Personality |
|---|---|
| 1 | Strength |
| 2 | Dexterity |
| 3 | Constitution |
| 4 | Intelligence |
| 5 | Wisdom |
| 6 | Charisma |
Strength Personality: You gain a +1 bonus to Strength checks and saving throws. As a bonus action, you can make a single powerful attack, dealing an additional 1d6 damage with a weapon attack or unarmed strike.
Dexterity Personality: You gain a +1 bonus to Dexterity checks and saving throws. You have advantage on Dexterity saving throws and can use your reaction to impose disadvantage on an attack made against you.
Constitution Personality: You gain a +1 bonus to Constitution checks and saving throws. You have resistance to non-magical damage and regain an additional 1d6 hit points on a short rest.
Intelligence Personality: You gain a +1 bonus to Intelligence checks and saving throws. You can use your action to analyze an enemy, granting advantage on attacks against them until the start of your next turn.
Wisdom Personality: You gain a +1 bonus to Wisdom checks and saving throws. You can sense the emotions of others, gaining advantage on Insight checks and imposing disadvantage on an enemy's attack roll once per turn.
Charisma Personality: You gain a +1 bonus to Charisma checks and saving throws. You can use your action to charm or intimidate, gaining advantage on Charisma-based skill checks or saving throws until the end of your next turn.
Every 3 levels the bonus to each attribute goes up by one. So, Level 5 is +2, Level 8 is +3, Level 11 is +4, and it caps out at Level 14 which is +5. The bonus is added to whichever attribute is rolled
Previous Versions
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8/17/2024 3:33:24 PM
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1/10/2026 9:35:59 PM
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