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Dec 13th, 2019
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  1. Gift of Peace:
  2. At Level 1, you may, as an action, attempt to pacify a hostile creature. This does not work on undead or constructs. You implore your opponent to consider peace. The DC is determined by the following factors:
  3. The alignment of the creature: If the creature is neutral, the DC is 15, If it's Evil the DC is 20, if it's good the DC is 10.
  4. The difficulty of the creature: For every number above your level the creature's challenge level is, the DC is increased by 2.
  5. The circumstances: If the creature is of the same alignment as you, the DC is reduced by 5. If the creature has taken damage due to you or someone allied to you, you attempt the roll at disadvantage.
  6. You may have no weapons drawn, and your offer must be genuine.
  7. Once this feature has failed on a creature, it automatically fails on successive attempts.
  8. A creature affected by this condition will stop all hostilities and attempt to sway their allies to peace as well, though they will not endanger themselves and will flee before doing so.
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  10. Heartspeak: At level 6, While within 60 feet of you, other creatures can sense your emotions, and you theirs. While you're able to use this to communicate, other creatures will not be used to having their emotions heard, and so can only communicate vaguely. You may attempt a contested Charisma check to discern a creatures alignment as a bonus action, which they may choose to fail. On a success, you learn their alignment, if any.
  11.  
  12. Clear their Heart: At level 10, when an ally of yours attempts a check to resist a mind-altering effect, they may add your Charisma modifier to their roll. Additionally, you are immune to the charmed condition and mind-altering effects.
  13.  
  14. Pain of Rejection: At level 14, you may use your action to turn the disgust and sadness your patron feels for someone's hatred into pure agony. Select up to 16 creatures within 120 feet of you who you have attempted to use your Gift of Peace feature on and failed. They take 16d6 psychic damage, which cannot be reduced or negated in any way. When a creature dies as a result of this damage, its soul is trapped by your patron. The corpse of a creature killed in this way cannot be raised as an undead.
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