Add 1 to your Charisma score, to a maximum of 20
You can spend 10 minutes presenting a sermon, shoring up a group's faith or inspiring fear of the Gods in them. When you do so, you affect each creature within 30 feet of you who can see or hear you and who can understand you, then choose to present a sermon that inspires hope or inspires fear.
Inspire Hope - 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.
Inspire Fear - Each creature within 30 feet of you makes a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). A target automatically succeeds if it can’t hear or see you or understand you. On a failed save, a target becomes frightened for a number of hours equal to your Charisma modifier. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success.
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