While surviving, harsh wilds you have grown accustomed to survival of the fittest. You've learned to dominate creatures to hold your foothold of dominance. To enslave a creature you need to succeed a Grappling check. If the creature succeeds dc10 or higher you will not be able to enslave them this turn. If the creature is alive but unconscious you can shackle and slowly force your dominance over the creature. To act upon this feat you need to use:
- Pair of shackles
When enslaving a creature you need to roll a d20 to prove dominance. This is a contested DC throw against the dm and the enslaver. The dm has the right to choose what is needed to instill a part of dominance. It takes a total of 10 rolls to completely dominate a creature(small/medium beast) or small/medium humanoid. A critical is 20 of a d20. When rolled by the dm he can choose for the creature to become aggressive again and break the shackles or become dismissive that the enslaver is attempting to take control and remove an enslavement token on them. Once fully enslaved the creature is in complete fear of the enslaver and will do their bidding without question. If a critical failure is rolled the dm can choose the action of the enslaved.
- The critter(includes all types of enslaved) have movement dropped to 10
- If fully enslaved, shackles can be removed and will stay in close presence of enslaver unless told otherwise. If they are within 5ft of the enslaver and see they are close to death they will become inspired to kill the enslaver and will attack with 1d6. If they fail to kill the enslaver and are not shackled will run full movement. If shackled they will run the maximum 10 ft due to the restraint of the shackles.
- Enslaved can be sold for the value of the critters constitution 1 con =5gp
- If players are enslaved they have the ability to roll against enslavement checks with disadvantage. If being assisted by one or more players disadvantage it turned to advantage and get a d6 inspiration dice for hope of freedom.
- If enslaver has more then 3 enslaved they need to make a con save if failed the enslaved lose a enslavement token and have the chance to roll a d20 to break out of shackles and flee. If a critical fail happens they gain the token back. If they have a critical success they not only break free and flee the enslaver does not see them break free. If anything rolls over 30 its consider a critical success.
- If enslaver is knocked unconscious all enslaved get an immediate attack on the enslaver if withing 5ft. (1d6 per critter)
- Enslaver can spend 2 weeks making an enslaved a thrall which removes 10 required enslavement tokens and converts them to a semi-faithful follower that can learn one cantrip and a spell from what you know. They are skilled in one weapon and leather. They have the ability to keep eyes on the enslaved and keep control of them without you.being over them. Thralls cost 1500gp to convert and their fealty is wavering but stays majority with you. To persuade them to leave their master is on judgement of the dm.
-
View User Profile
-
Send Message
Posted Jul 23, 2023CAN U GIVE ENSLAVED WEAPONS?