Inspiring Leader: Difference between revisions

From Kronopolis and the Flat Plane
Removed Coercion prof. from temp hp: Charism feat
No edit summary
Line 5: Line 5:
''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 + (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.
* 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]] rolls involving friendly creatures.
<noinclude>[[Category:Balance check]]</noinclude>

Revision as of 12:24, 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 rolls involving friendly creatures.