"You will follow me into the heart of darkness without so much as skipping a beat, and you will come out all the better for it; not just unscathed, but also stronger, more powerful, and much more confident in your abilities."
"You will do this because you trust me. I am sure of it, hence why I am not making a request. I'm making a demand."
"And since I have your trust, I must do everything in my power to deliver on the promise that I made you."
"I must take responsibility for all of you, and you better believe that I will."
"Because you, my dearest companions, know perhaps all too well that I never make promises I cannot keep."
— Rose Hargreaves, speaking to her adventuring party
A small upgrade to the Inspiring Leader feat, giving it a much-needed +1 Charisma score increase.
Increase your Charisma score by 1, to a maximum of 20.
Furthermore, you also gain the ability to spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.
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