Over the course of your life, you have seen many a battle, made many a scars, and fought many a foe; you have personal experience that one of the scariest things to encounter on the battlefield is an intimidating dwarf. Thankfully, you had the self awareness to realize that, and now you have figured out a way to use it.
You gain the following benefits;
Ability Score Increase. Increase your Constitution, Strength, or Charisma score by 1, to a maximum of 20.
Intimidation Technique. For a bonus action, you can use an Intimidation Technique in battle. You can only select one Intimidation Technique, but you may change the Intimidation Technique selected when you finish a long rest. The Intimidation Techniques are the following;
- Stare (Con). You stare with your arms crossed, standing menacingly. Until the start of your next turn, your movement speed becomes 0. A hostile creature of your choice that can see you within 30 feet of you is forced to make Wisdom saving throw (DC = 8 plus your Proficiency Bonus and Constitution modifier). On a failed save, the target has the Frightened condition until the end of your next turn. You can use this benefit safely once, and you regain the ability to do so when you finish a Short or Long Rest. You can use it again before resting, but you take 1d6 Cold damage as you give yourself literal chills. This damage can’t be reduced or prevented in any way.
- Flex (Str). You begin flexing every muscle in your body. Until the start of your next turn, you have disadvantage on Dexterity saving throws. A hostile creature of your choice that can see you within 30 feet of you is forced to make Wisdom saving throw (DC = 8 plus your Proficiency Bonus and Strength modifier). On a failed save, the target has the Incapacitated condition until the end of your next turn. You can use this benefit safely once, and you regain the ability to do so when you finish a Short or Long Rest. You can use it again before resting, but you take 2d8 Psychic damage as you flex too hard. This damage can’t be reduced or prevented in any way.
- Scare (Cha). You make sounds to scare the enemy by either screaming, yelling obscenities, etc. A hostile creature of your choice that can hear you within 30 feet of you is forced to make Wisdom saving throw (DC = 8 plus your Proficiency Bonus and Charisma modifier). On a failed save, the target takes 2d4 Psychic damage and has the Deafened condition until the end of your next turn. You can use this benefit safely once, and you regain the ability to do so when you finish a Short or Long Rest. You can use it again before resting, but you take 1d4 Psychic damage as you hurt your own ears. This damage can’t be reduced or prevented in any way.
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