Prerequistes: The ability to cast a level 3 spell.
When you take this feat, after dealing damage to a creature, you can use a Bonus Action to give the doll features, Cursing a creature you can see within 60 feet. Up to 3 times per day, you can also cast the Command spell, without the harmful command prevention. When you do so, you may also choose from the following options:
Throw: You thrust the doll, forcing the target to make a Dexterity Saving throw against your spell DC. If it succeds, nothing happens. If it fails, the target is thrust up to 30 Feet in a direction of your choice.
Strike: The target makes an attack of your choice against a target of your choice. This can include itself. Doing so ends the Curse.
Pin: You make an attack against the Doll. The target takes the damage dealt to the doll plus 2d10 Necrotic damage.
Threaten: Whilst a doll has features, you make Intimidation checks with advantage. Furthermore, you can deal 1d4 Force damage to the target, giving yourself a +1 bonus to the check. You can use this trait up to 3 times per check.
Prerequistes: The ability to cast a level 3 spell.
When you take this feat, after dealing damage to a creature, you can use a Bonus Action to give the doll features, Cursing a creature you can see within 60 feet. Up to 3 times per day, you can also cast the Command spell, without the harmful command prevention. When you do so, you may also choose from the following options:
Throw: You thrust the doll, forcing the target to make a Dexterity Saving throw against your spell DC. If it succeds, nothing happens. If it fails, the target is thrust up to 30 Feet in a direction of your choice.
Strike: The target makes an attack of your choice against a target of your choice. This can include itself. Doing so ends the Curse.
Pin: You make an attack against the Doll. The target takes the damage dealt to the doll plus 2d10 Necrotic damage.
Threaten: Whilst a doll has features, you make Intimidation checks with advantage. Furthermore, you can deal 1d4 Force damage to the target, giving yourself a +1 bonus to the check. You can use this trait up to 3 times per check.
A Fools Errand will fail. A Foolish Errand has a chance to succeed.
Removing the restriction on command seems OP.
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You rick rolled me :(
Also, I haven't game tested, but I will soon. Also, any suggestions on other Command capablities for the trait?
A Fools Errand will fail. A Foolish Errand has a chance to succeed.
Shhhhhhh
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