Inspiring Leader: Difference between revisions

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''You can spend time inspiring your companions, shoring up their resolve to fight.''
''You can spend time inspiring your companions, shoring up their resolve to fight.''
* Choose any friendly creatures (which can include yourself) within 60 feet of you who can see or hear you and who can understand you. <br>After 10 minutes each creature can gain temporary hit points equal to <code>your level + your [[Charisma]] modifier + your [[Coercion]] proficiency bonus</code>. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.
* Choose any friendly creatures (which can include yourself) within 60 feet of you who can see or hear you and who can understand you. <br>After 10 minutes each creature can gain temporary hit points equal to <code>your level + (2 × your [[Charisma]] modifier)</code>.  
** A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.
* You gain advantage on [[Coercion]]([[Charisma]]) rolls.
<noinclude>[[Category:Balance check]]{{pls|Balance check: Coercion advantage}}</noinclude>

Latest revision as of 12:39, 3 September 2024

You can spend time inspiring your companions, shoring up their resolve to fight.

  • Choose any friendly creatures (which can include yourself) within 60 feet of you who can see or hear you and who can understand you.
    After 10 minutes each creature can gain temporary hit points equal to your level + (2 × your Charisma modifier).
    • A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.
  • You gain advantage on Coercion(Charisma) rolls.
    Dr GM pls: Balance check: Coercion advantage