While most public speakers are given much time to write, plan, and rehearse their speeches before they must give them, you have no such luxury. In times of need, you are the one to step up on the nearest semi-stable flat object and rant about it to anyone who is within earshot. This knack for impromptu speeches comes in handy, whether it be to incite violence in a mob of formerly calm townspeople, or to calm that same mob down after they quickly turn to burning their own homes and businesses.
While standing on a makeshift podium, such as a bar stool, chair, or, yes, a soapbox, you may make a charisma (persuasion) check to improvise a speech to every non-ally in a 30 foot radius. When you do this, you can choose to emotionally manipulate your audience in one of the ways listed below. You may only use this feat once per long rest.
SYMPATHY: You take advantage of your audiences natural sense of pity by making them feel sorry for you. If the audience consists of evil creatures, this automatically fails. On a success, however, the audience will obey the next command you give them, just so long as the command isnt obviously harmful or violent.
FEAR: you incite a sense of dread and fear in your audience, directed at a person. On a success, all creatures in the audience have disadvantage on wisdom saves against being frightened, and automatically fail the next wisdom save against being frightened by the creature you alluded to in your speech
ANGER: You rile up your audience, causing them to feel intense anger through mob mentality. They will obey the next command you give them, just so long as it is violent and not harmful to themselves or each other.
Interesting, but too situational and impractical. I imagine it more as a simple charisma test where the DM simply decides how much you can influence the audience. Maybe even evaluating what you say while trying to play the part. Yay for role-playing.
Perhaps simply giving you Expertise in charisma would be more useful.
To be honest, I could see either Intimidation or Deception being applicable sometimes based on the situation. You also never set a DC for the check. Plus, you could make things simpler if you just had the feat temporarily impose conditions on the targets. Oh, and the game rules make no references to “allies,” they instead refer to “friendly” or “hostile” creatures. Finally, this edition uses the word “can” instead of “may,” the difference being that “can” indicates you are capable of doing something, whereas “may” grants permission to do something. If I might make a few suggestions:
While standing on a makeshift podium, such as a bar stool, chair, or, yes, a soapbox, you can make an improvised speech to attempt to influence certain creatures of your choice within a 30 foot radius. The chosen creatures must be non-hostile and able to hear and understand you. Each of the chosen creatures must make a Wisdom saving throw against a DC = 8 + your Charisma modifier + your proficiency bonus. Each creature that fails its saving throw is emotionally influenced for a number of rounds equal to your Charisma modifier (minimum 1 round) in one of the following ways of your choice:
Sympathy. You take advantage of your audience’s natural sense of pity by making them feel sorry for you. Your audience is nonmagically charmed by you.
Fear. You incite a sense of dread and fear in your audience, directed at a specific creature or object. Your audience is nonmagically frightened of the specified creature or object.
Anger. You rile up your audience, causing them to feel intense anger towards a specific creature or object through mob mentality. Your audience becomes hostile towards the specified creature or object.
Once you have used this feat you cannot use it again until you finish a long rest.
~ Dies Irae ~ Blood For Blood ~ High Aether Grandmaster of the School of Aether R.I.P Technoblade (He Who Cannot Die)Creator of "The Lost City" <--- *Linked*
Proud Wielder of the Quinques: IXA, Narukami, Yukimura 1/3, and Owl
Ring, artifact (requires attunement by a humanoid)
A translucent ring which flickers like shadows in candlelight, shifting in and out of phase as if it was real, but not real at the same time.
The ring's paradoxical nature spreads to the attuned creature, causing a variety of effects to take place. Roll a 1d6 at dawn, and take the following effect, which lasts until dawn of the next day:
The wearer gains a +5 bonus to charisma, but only when more than 50 feet away from any creature
The wearers constitution score and modifier change to match their wisdom
Rolling a natural 1 is treated as if you had rolled a nat 20, and vice versa
all weapons and tools you have on your person are halved in weight, and gain the light property. They return to normal when not on your person
The wearer becomes mute and unable to write, but can understand all languages
The wearer gains the ability to cast Detect thoughts, with a range of "self"
Soapbox
While most public speakers are given much time to write, plan, and rehearse their speeches before they must give them, you have no such luxury. In times of need, you are the one to step up on the nearest semi-stable flat object and rant about it to anyone who is within earshot. This knack for impromptu speeches comes in handy, whether it be to incite violence in a mob of formerly calm townspeople, or to calm that same mob down after they quickly turn to burning their own homes and businesses.
While standing on a makeshift podium, such as a bar stool, chair, or, yes, a soapbox, you may make a charisma (persuasion) check to improvise a speech to every non-ally in a 30 foot radius. When you do this, you can choose to emotionally manipulate your audience in one of the ways listed below. You may only use this feat once per long rest.
Best Spells: https://www.dndbeyond.com/spells/2190706-applause, https://www.dndbeyond.com/spells/2047204-big-ol-switcheroo, https://www.dndbeyond.com/spells/2188701-cerwicks-copper-cables
Best Feats: https://www.dndbeyond.com/feats/1512461-soapbox-revised
Best Monsters: https://www.dndbeyond.com/monsters/3775489-jar-jar-binks, https://www.dndbeyond.com/monsters/3860024-spare-ribs
Interesting, but too situational and impractical. I imagine it more as a simple charisma test where the DM simply decides how much you can influence the audience. Maybe even evaluating what you say while trying to play the part. Yay for role-playing.
Perhaps simply giving you Expertise in charisma would be more useful.
There is no such thing as “expertise in charisma,” it would have to be expertise specifically in persuasion.
Creating Epic Boons on DDB
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Yes, you are right, actually I meant to say persuasion, I must have confused the terms.
To be honest, I could see either Intimidation or Deception being applicable sometimes based on the situation. You also never set a DC for the check. Plus, you could make things simpler if you just had the feat temporarily impose conditions on the targets. Oh, and the game rules make no references to “allies,” they instead refer to “friendly” or “hostile” creatures. Finally, this edition uses the word “can” instead of “may,” the difference being that “can” indicates you are capable of doing something, whereas “may” grants permission to do something. If I might make a few suggestions:
Creating Epic Boons on DDB
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Excellent! Thank you for the help
Best Spells: https://www.dndbeyond.com/spells/2190706-applause, https://www.dndbeyond.com/spells/2047204-big-ol-switcheroo, https://www.dndbeyond.com/spells/2188701-cerwicks-copper-cables
Best Feats: https://www.dndbeyond.com/feats/1512461-soapbox-revised
Best Monsters: https://www.dndbeyond.com/monsters/3775489-jar-jar-binks, https://www.dndbeyond.com/monsters/3860024-spare-ribs
Yooooooo, we could team up and make things that are absolutely insane!!
((((EDIT))))
\/\/\/\/ this is one of my own creations \/\/\/\/
Unobtainium Ring
~ Dies Irae ~ Blood For Blood ~ High Aether Grandmaster of the School of Aether
R.I.P Technoblade (He Who Cannot Die) Creator of "The Lost City" <--- *Linked*
Proud Wielder of the Quinques: IXA, Narukami, Yukimura 1/3, and Owl
Happy to help.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
A translucent ring which flickers like shadows in candlelight, shifting in and out of phase as if it was real, but not real at the same time.
The ring's paradoxical nature spreads to the attuned creature, causing a variety of effects to take place. Roll a 1d6 at dawn, and take the following effect, which lasts until dawn of the next day:
Best Spells: https://www.dndbeyond.com/spells/2190706-applause, https://www.dndbeyond.com/spells/2047204-big-ol-switcheroo, https://www.dndbeyond.com/spells/2188701-cerwicks-copper-cables
Best Feats: https://www.dndbeyond.com/feats/1512461-soapbox-revised
Best Monsters: https://www.dndbeyond.com/monsters/3775489-jar-jar-binks, https://www.dndbeyond.com/monsters/3860024-spare-ribs