Master Manipulator (5e Feat)
Master Manipulator
Prerequisites: The ability to use a feature or cast a spell that inflicts the Charmed condition
Your control over others refuses any defiance they might pose. When you inflict the Charmed condition on a creature that shares a language with you, you may spend a level 1 spell slot to impose one of the following effects. You may spend a spell slot 2 levels higher to impose 2 of them, or a slot 3 levels higher to impose all of them
• A charmed creature will much more easily rationalize extreme instructions you give (i.e. giving you all its possessions, coming to your defense in combat, moving into dangerous terrain, etc). It will only hesitate if the request would lead to certain death, but if you present it in a way that seems normal and doesn't highlight the dangers, it may ignore the risks and act, requiring a Persuasion check as if it were a normal conversation.
• A charmed creature that takes damage and rolls a saving throw to end the Charm effect takes a penalty equal to your Spellcasting Ability modifier.
• After a charm effect, cast by you, expires, the effected creature has no memory of being charmed by you specifically, but assumes any strange choices were the result of some form of manipulation.
• Has the ability to bypass mental immunities that normally grant resistance to charm effects.
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