Charming Bastard
You’ve found that a kind word can get you anywhere. While others focus on the blade, or magic, you focus on flattery, eloquence, and charm. Words are your weapons as often as blade or bow, choosing rather to charm your way through conflicts, than to draw blood.
Charm Their Pants Off
Starting at 3rd level, you are such a smooth talker that people rarely notice you’re robbing them blind. You can add your Charisma modifier as a bonus to your Dexterity (Sleight of Hand) checks.
Additionally, whenever you make a Charisma (Deception) or Charisma (Persuasion) check, treat a roll of 7 or lower on the d20 as an 8.
Beguiling Presence
At 3rd level, you’re just so charming people just don’t want to hit you. Any creature who attempts to target you with an attack or a harmful spell must first make a Wisdom saving throw, DC = 8 + your Charisma modifier + your Proficiency bonus. On a failed save, the creature must choose a new target or lose the attack or spell. This doesn’t protect you from area effects, such as the explosion of a fireball. A creature that succeeds on the save is immune to this effect for 1 hour. Any creature you attack or cast a harmful spell against is no longer affected by this feature until the next dawn.
Just Another Face in the Crowd
Beginning at 9th level, you have learned that sometimes it pays to blend in. You may attempt to hide in a crowded area, without the need for cover. You can make a Dexterity (Stealth) check as long as there are at least 3 non-hostile creatures for you to blend with.
Additionally, when you attempt to hide in this way, you can add your Charisma modifier as a bonus to your Dexterity (Stealth) checks.
Help me my Friends
Starting at 13th level, you can convince those around you to help you in times of need. As a bonus action, you can call out for aid, choose any number of non-hostile creatures you can see with 30 feet, they must make a Wisdom saving throw, the DC = 8 + your Charisma modifier + your Proficiency bonus. If it fails, it comes to your aid, these creatures can take the Help action against any creature hostile to you. If more than 1 creature is affected by this feature the DM can choose if they attack or take the Help action against creatures that are hostile to your allies. You don't need to share a language with the creature for it to understand your call for aid, but the creature must be able to understand at least one language.
Silver Tongued Devil
At 17th level, you have become so charming you can even beguile and confuse creatures in the heat of combat. As a bonus action, you can call out to a creature you see within 60 feet, it must make a Wisdom saving throw, the DC = 8 + your Charisma modifier + your Proficiency bonus. If it fails, it’s Charmed until the end of its next turn. The creature has disadvantage on the saving throw if you haven’t attacked it in combat yet. You don't need to share a language with the creature for it to understand you, but the creature must be able to understand at least one language.
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