There are some whose voices speak more than just words. There are some greater giants of old, spirits of the elements, and sometimes even primordial fae that have a voice that resonates deep within the soul. It has been referred to by other names, Soulspeaking, the Voice, but what they refer to is the ability to speak from the heart on a primordial level. Speaking soul to soul. The Voice is not so much Heard, as it is felt.
This feature has a number of Charges equal to the Speakers Constitution Modifier. To Activate the voice requires at least one charge. The Voice can be channeled in its natural form for 1 hour, or until the Speaker decides to drop it. The basic use of this feature activates a state in which the user speaks in an Intense, Resonating Voice that is more felt than heard. During this time...
- Intimidation, Persuasion, and Performance checks all have advantage (if the Speaker's voice is involved)
- Deception checks automatically fail
- The Speaker is understood by anyone they speak to, regardless of language barriers, and including deaf creatures.
- The Speaker can implant images, sounds, and sensations into the listener's mind as they are describing details.
Strenuous uses of this feature require the expenditure of additional charges while in the Active State. Uses include:
- (1 Charge) Amplify: as a bonus action, The Speaker can amplify their voice to reach miles away. The farther away a creature is from the speaker, the more difficult their words are the understand.
- (2 Charges) Terrifying Roar: As a bonus action, the Speaker makes an Intimidation check. Every creature of their choice within 60 feet makes a wisdom saving throw, contested by the results of the Intimidation Check. On a failed save, the creature(s) becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect itself on a success. This is used to warn the Speakers enemies that they will show no mercy. If targeted creature is of the same (light/dark) alignment as the Speaker, and fails the save, they must use their entire turn flee as far away from the Speaker as possible.
- (1 Charge) Break Trance: As a reaction to being damaged by a Charmed or Brainwashed creature, the Speaker can make a Persuasion check, DC determined by the DM, (default DC of 20) to dispel that state. The check has advantage if the Speaker knows the Target well.
- (4 Charges) Wail of Agony: In reaction to the felling or Critical Injury of a friend or ally, the Speaker can make an Intimidation Check contested by a Wisdom Saving Throw to unleash a Wail of Agony, using the stats of a modified version of the spell synaptic static in a 30 foot cone, targeting all enemies in the area.
- (1 Charge) Calming Voice: The Speaker casts calm emotions by making a Persuasion check, contested by the targets saving throw
- (2 Charges) Whisper from a Distance: The Speaker casts the sending on a Target that the Speaker is familiar with, and who has heard The Voice before.
The Speaker, through sheer force of will in the heat of battle, or out of battle through Intense Training, can expend additional charges that the Speaker does not have. However, doing so will result in dire consequences for the Speaker as the Voice can take a major toll on their vocal chords...
- With each additional use beyond the Speaker's Constitution modifier, there is a 2*The Number of Uses of this Feature/100 Chance of their vocal chords completely snapping, requiring a regenerate or similar magic to get their voice back.
- Additionally, the Speaker takes an extra 3d6 bludgeoning damage to the lungs and vocal chords per extra use, and the Speaker will be functionally mute for a number of hours equal two twice the amount of bludgeoning damage taken.
- This is physical damage resulting from a magical source, but it can be healed faster through the use of specific herbs or potions for a more speedy recovery (Lesser/Greater Restoration reduces the time muted by 3*the spells level) however All Strenuous Features of the Voice will remain unusable for the original amount of time starting after the activation time ends.
All consequences of extra strenuous actions occur after the Activation time ends
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