Jemsy’s voice and presence resonate with both the living and the echoes of the past, allowing him to calm chaos, influence spirits, and amplify allies’ efforts.
Benefits:
- Echo Whisper:
- Once per short or long rest, Jemsy can roll Charisma (Performance or Persuasion) DC 13 to reach a lingering echo, restless spirit, or psychic anomaly.
- Success: He calms or stabilizes the target, preventing hostile psychic surges or allowing it to cooperate for 1 round.
- Failure: The echo reacts unpredictably, causing 1d6 psychic damage to Jemsy or an ally within 10 ft.
- Harmonic Guidance:
- Jemsy may roll Insight or Performance (DC 15) to guide an ally through confusing or chaotic magical or psychic effects.
- Success: The ally gains advantage on their next save against fear, charm, or psychic effects.
- Failure: The ally gains only half the benefit, or temporarily suffers disadvantage on their next check.
- Resonant Strike:
- Jemsy may imbue a weapon, spell, or sonic device with a pulse of psychic resonance. Roll Charisma (Performance) DC 14.
- Success: The attack or effect deals +1d6 psychic damage and may destabilize constructs or spectral enemies.
- Failure: The pulse misfires, dealing 1d4 psychic damage to Jemsy, or leaving the target unaffected.
- Inspirational Presence:
- Once per long rest, Jemsy can roll Charisma (Persuasion) DC 16 to inspire an ally or group.
- Success: Each affected ally may add a +1d4 bonus to attack, skill, or saving throws for 1 minute.
- Failure: One ally may misinterpret his guidance, losing their next turn’s bonus instead.
Optional Flavor:
Jemsy’s affinity for echoes means he can sometimes “hear” fragments of the future. A Wisdom (Insight) DC 15 check may grant hints about upcoming danger or traps, but failing may mislead him, offering partial or false information.
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