You spin a tale for your companions over the next 10 minutes and up to 6 creatures within 30 feet of you that can understand you. Roll on the table to see what tail you terll them, they can use the effect once before they finish a long rest. A creature cant gain an effect from this feet untill they finish a long rest.
[roll]1d6[/roll]
- Overcoming the Monster - The creature can add your Charisma modifier to a damage roll of there choice
- Rags to Riches - When the creature regains hit points it may gain additional hit points equal to your Charisma modifier
- The Quest - The creature gains temporary hit points equal to your charisma modifier
- Voyage and Return - When the creature moves, it can expend this effect to increase its speed by a number of feet equal to your Charisma modifier × 5 for one turn
- Comedy or Tragedy - When the creature fails an ability check or misses an attack roll, it can add your Charisma modifier to the roll, potentially changing the result
- Rebirth - The creature can add your Charisma modifier to a saving throw
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