Time and effort spent mastering the arts of subtle persuasion and manipulation has paid off. You gain the following benefits:
- Increase your Charisma score by 1, to a maximum of 20.
- You gain proficiency in the Persuasion skill if you don’t already have it.
- You can spend 5 minutes guiding a creature with an Intelligence score of 4 or higher into a suggestible trance through your words. If the creature is willing, you succeed automatically. If the creature is unwilling or unaware, you must succeed on a Persuasion check with a DC decided by your DM. While in a trance, a creature is easily manipulated and suggestible, but cannot be forced to commit actions it would deem as extreme, such as murdering a friend. This trance lasts for 10 minutes, or 20 minutes if the creature is willing, ends if the creature is harmed or severely distracted, and has no effect on Constructs or Plants.
Previous Versions
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12/6/2020 6:00:13 PM
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5
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1
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Coming Soon
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