Supreme Charisma (5e Feat)

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.


2.67
(3 votes)

Back to Main Page 5e Homebrew Feats

This article is issued from Dandwiki. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.