You instinctually draw on the aura surrounding every living thing. Whenever a charisma or wisdom save or ability check is made within 60 feet of you that you can see, make a wisdom saving throw (DC 16). Whether you succeed or fail this roll, you gain 1 charge, the kind of which is determined by the rolls failure or success. 1 positive charge for success and 1 negative charge for failure (2 charges if the roll is critical)
once you accumulate 10 charges of either kind, you gain the following benefits based on which one was filled.
Positive:
- you gain advantage on all charisma based saving throws and ability and skill checks. You also gain. +3 modifier to all attack and damage rolls made for casting spells. (if you are a spellcaster)
- you gain temporary hit points equal to 10 + your level
- your movement speed increases by 15 feet until your next long rest.
Negative:
- you have disadvantage on all wisdom saving throws, ability checks, and skill checks.
- you gain 1 level of exhaustion
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