Supreme Charisma (5e Feat)

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Supreme Charisma

Prerequisites: Charisma 20
When you make a check with your Charisma modifier, you can gain advantage on the check a number of times equal to your Charisma modifier, and regain all uses when you finish a long rest.

Creatures of your choice that start their turn within 15 feet of you make a Wisdom saving throw (DC = 8 + your proficiency modifier + your Charisma modifier). On a failed save, they become charmed by you, and can repeat the saving throw at the start of each of their turns afterwards, ending the effect on a success. On a successful save, they are immune to this feature for 24 hours.


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