Enthralling Charm (5e Feat)
From D&D Wiki
Enthralling Charm
Prerequisites: Charisma 13 or higher
Your presence can daze all creatures that look at you. You gain the following beneftis:
- Increase your Charisma score by 1, to a maximum of 20.
- You gain proficiency in the Deception skill. If you’re already proficient, your proficiency bonus is doubled for checks you make with it.
- As an action on your turn, you try to charm one creature you can see within 30 feet of you that can see and hear you. Make a Charisma (Deception), (Performance) or (Persuasion) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the target is charmed until the end of your next turn. If your check fails, the target can’t be charmed by you in this way for 1 hour.
Back to Main Page → 5e Homebrew → Feats