Requires a wizard of the School of Illusion subclass and can be acquired from level 10.
You have learned to speak through the weave, allowing you to blend your voice in illusory magic. You gain a +1 in intelligence or wisdom. With this feat, when a creature that would hear you speak does not know the language you are using, it rolls a d6, and your voice will be replaced by one of the following sounds:
1. Must have been the wind: Your voice comes out as soft wind, blowing around the creature. The creature then rolls a D20. On a 19-20, the direction the wind blows prevents the creature from moving in that direction for the turn.
2. Boots of steel: Your voice comes out as footsteps. The material that the creature is walking on is what it will hear the footsteps walking onto. If the creature is not on any ground, it will hear the sound on the ground closest to it. The creature then rolls a D20. On a 19-20, the creature will only hear the footsteps and is deafened by the sound for 1d4 rounds.
3. Whispers: Your voice comes out as whispering voices, that sometimes laugh or cry. The creature then rolls a D20. On a 19-20, the creature has the fear condition for 1d4 round.
4. Taking the piss: Your voice comes out as a liquid resembling water trickling on the ground. The material that the creature is walking on is what it will hear the liquid falling onto. If the creature is not on any ground, it will hear the sound on the ground closest to it. The creature then rolls a D20. On a 19-20, the creature spends it turn urinating uncontrollably, and is incapacitated unless it uses its action to stop the flow.
5. Oh, now you've done it: Your voice comes out as mimicking the thing the creature hates most. The creature then rolls a D20. On a 19-20, it enters a rage (see barbarian rage). In combat, on your turn, if you use your bonus action to keep talking, the creatures affected by this effect will not exit their rage at the end of the round, even if they did not take any damage.
6. Wait a minute: Your voice comes out as someone the creature knows, and it hears and understands exactly what you say, but in that voice. If the creature does not know anyone, it will instead hear its voice in its head, repeating the same things you say as if it said it itself. Whatever the knowledge of the creature, it then rolls a D20. On a 19-20, the creature is confused for 1d4 rounds.
Whatever effect happens, the source of the sound will not emanate from you. The DM or the dice can decide where the sound comes from, where it goes, how strong or quiet it is, ect. If you are able to speak, you can use this feat as a free action in combat.
Additionally, all allies within 10 feet of you can understand any language that you use, and so does anyone that you talk to through magic means.
You can take this feet again, each time reducing the illusion range (D20 roll) by 1.
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