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** A creature can't gain [[temporary hit point]]s from this feat again until it has finished a [[short or long rest]]. | ** A creature can't gain [[temporary hit point]]s from this feat again until it has finished a [[short or long rest]]. | ||
* When you perform a [[short or long rest]], you and any willing friendly creature in the area gain [[temporary hit point]]s equal to {{c|your level + your [[Charisma]] modifier}}, until the end of their next [[long rest]]. This [[temporary hit point]]s stacks with other effects that grant [[temporary hit point]]s and will be removed last. | * When you perform a [[short or long rest]], you and any willing friendly creature in the area gain [[temporary hit point]]s equal to {{c|your level + your [[Charisma]] modifier}}, until the end of their next [[long rest]]. This [[temporary hit point]]s stacks with other effects that grant [[temporary hit point]]s and will be removed last. | ||
Additional benefit: | '''Additional benefit:''' | ||
* You gain {{c|+ | * You gain {{c|+1}} in [[Coercion]]. | ||
<noinclude>[[Category:Balance check]]{{pls|Balance check}}</noinclude> | <noinclude>[[Category:Balance check]]{{pls|Balance check}}</noinclude> |
Latest revision as of 11:38, 19 June 2025
You inspire your companions, shoring up their resolve to fight.
- Choose any friendly creatures (which may include yourself) within 20 meters of you who can see or hear you and who can understand you. Each creature may 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.
- When you perform a short or long rest, you and any willing friendly creature in the area gain temporary hit points equal to your level + your Charisma modifier, until the end of their next long rest. This temporary hit points stacks with other effects that grant temporary hit points and will be removed last.
Additional benefit:
- You gain +1 in Coercion.
Dr GM pls: Balance check