RakiReborn
2016-01-19, 07:17 AM
Hi all!
After making the Intelligent Character Options (http://www.giantitp.com/forums/showthread.php?474705-Intelligent-Character-Options-PEACH) to add some Intelligence based sub-classes and feats, i wanted to do the same with Charisma. I came up with the following:
Sub-Classes
Intimidating Presence (lvl3):
Starting at 3rd level, your intimidating presence disturbs the accuracy of those trying to hit you. You can use your Charisma modifier instead of your Constitution Modifier for your Unarmored Defence. Additionally, when you rage, you have advantage on Charisma saving throws.
Improvisional Fighter (lvl3):
Also starting at 3rd level, you have learned to use anything as your weapon. You become proficient in improvised weapons.
Intimidating Striker (lvl6):
At level 6 you combine your intimidating presence with your strikes. If you hit with a weapon attack on your turn while raging, you may use a bonus action to intimidate an enemy. That enemy must succeed on a Wisdom saving throw (DC 8 + Profbonus + Chamod) or be frightened of you until the end of your next turn. You may use this feature an amount of times equal to half your Charisma modifier (rounded up) per rage.
Crowd’s Favor (lvl10)
Starting at 10th level, you fight better when others are around you. As a bonus action on of each of your turns, you may gain 1 THP for every non-hostile creature within 60ft of you, to a maximum of your Charisma modifier, using their favor as a way to keep going. The maximum increases to twice your Charisma modifier at level 18.
Shouting Striker (lvl14):
Starting at 14th level, you have learned to empower your Intimidating Striker feature with shouts. Whenever you use your Intimidating Striker feature, you may choose one of the following effects to add to the feature’s effect:
Distracting Shout: If the target fails the saving throw, the first attack roll against the target by a creature other than you has advantage if the attack is made before the start of your next turn.
Challanging Shout: If the target fails the saving throw, it has disadvantage on attacks against creatures other than you until the end of your next turn.
Disorienting Shout: If the target fails the saving throw, it cannot take reactions until the end of its next turn.
Painful Shout: If the target fails the saving throw, you deal 1d6 psychic damage to the target.
If a target is immune to being frightened, it is also immune to these effects. A target is unaffected by these options if it can’t hear you.
As a commander, you use your charisma to inspire others, and guide them in combat. You never go alone, as the whole is greater than the sum of the parts.
Commander’s Inspiration (lvl3):
Starting at 3rd level, you have learned to inspire your allies with words of bravery and guidance. Once per short or long rest, you may spend 10 minutes inspiring an amount of allies up to your Charisma modifier. Those allies gain a Commander’s Inspiration Die, which they can use to roll and add the number on the die to one ability check, attack roll or saving throw. A creature can only have one Commander’s Inspiration Die at any given time, and the die is lost if the creature takes a short or long rest. The die starts as a d6 at level 3, and increases to a d8 at 7th level, and d10 at 15th level.
Commander’s Strike (lvl7):
Starting at 7th level, whenever you take the attack action on your turn, you can forgo one of your attacks and use your bonus action to direct one of your companions to strike. When you do so, choose one friendly creature who can see or hear you. That creature can immediately use its reaction to make one weapon attack.
Well of Stamina (lvl10):
Starting at 10th level, your words can inspire others to dig deep in their stamina, so they can fight for you longer. You can use a bonus action on your turn to let an ally who can hear you spend a number of Hit Dice up to half your Commander level (rounded down).
Commander’s Presence (lvl15):
Starting at 15th level, your presence is enough to inspire those near to you. Allies within 10ft of you gain a bonus to Int, Wis and Cha saving throws equal to your Charisma modifier.
True Leader (lvl18):
Starting at 18th level, you have become a true leader in the midst of combat. When you use your Commander’s Strike ability, you can choose to forgo two of your attacks. If you do, the creature that uses its reaction to make one weapon attack gains advantage on the attack roll. Additionally, when you use your Well of Stamina ability, the ally targeted gains twice your Charisma modifier as THP.
Magic Cards (lvl3):
As a bonus action on your turn, you can conjure magic cards in your hand that you can throw as ranged weapons for one minute. You are proficient in these weapons. The weapons deal slashing damage and are considered magic for overcoming damage restrictions. The damage die for these weapons are 1d4, and you add your dexterity and half your charisma modifier (rounded down, minimum 0) to the damage rolls. At 9th level you may add half your Charisma modifier (rounded down) to the attack rolls, up to a maximum of +1. At 17th, the maximum increases to +2. Sneak Attack is applied on these weapons. At 13th level, the damage die increases to 1d6.
Fated Gambler (lvl3):
Whenever you make a d20 roll for gambling, you gain advantage on the roll.
Cards of Fate (lvl9):
Whenever you make an attack roll as part of the attack action with your magic cards, you can choose to roll a d6. On a 1 or 2, you deal an additional 1d6 fire damage to the target and all creatures in a 5ft radius around it on a hit. On a 3 or 4, you slow your target and all creatures in a 5ft radius around it by half their movement speed on a hit. On a 5 or 6, on a hit the target must succeed on a constitution saving throw (DC is 8+prof+CHAmod) or be paralyzed until the end of its next turn. At 13th level, you may roll 2d6 and use either result.
You can use this ability an amount equal to your Charisma modifier per short rest.
Swift Hands (lvl13):
Practicing with your magic cards made you especially swift with your hands. You are proficient in Sleight of Hand checks if you weren’t already.
Card Fiesta (lvl17):
You can make one weapon attack to every enemy within 30ft of you. They all hit at the same time, and you can divide your sneak attack damage dice between all the hits. You can use this ability once per long rest.
Yes, this is a Twisted Fate adaption from League of Legends
Shadow Gear (lvl3):
Also starting at 3rd level, you can use your action to weave yourself into an armor of shadows for 1 minute when not wearing armor or wielding a shield. If you do, your AC becomes 10 + your Dexterity modifier + half your Charisma modifier (rounded up). When you wield this armor, you may create a weapon made of shadows in your empty hand as a bonus action. You can choose the form that this melee weapon takes each time you create it (see chapter 5 for weapon options). This weapon deals necrotic damage and counts as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.
One with Shadows (lvl9):
Starting at 9th level, you have learned to blend with the shadows. When wearing your Shadow Gear, you have advantage on stealth checks in dim light or darkness. Additionally, when wearing your Shadow Gear, you can invoke darkness around yourself as an action, as if you had cast the Darkness spell as a 2nd level spell. You can invoke darkness around you once per short or long rest this way.
Shadow Step (lvl13):
At 13th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.
Flesh to Shadow (lvl17):
Starting at 17th level, you have learned to merge with the shadows of your Shadow Gear. When wearing your Shadow Gear, you can use an action to try to merge with the shadows of your Shadow Gear. If you do, you are considered under the effect of the Blink spell, but instead of vanishing, you fully change into shadows, with the same effects as the spell gives. You can use this feature an amount equal to your Charisma modifier per long rest.
Feats:
+1 to CHA
If you hit with a weapon attack on your turn, you may use a bonus action to intimidate an enemy. That enemy must succeed on a Wisdom saving throw (DC 8 + Proficiency bonus + Charisma modifier) or be frightened of you until the end of your next turn. You can use this feature twper short or long rest.
For the people that want this feature as a feat instead of using the new archetype
Once per short or long rest, you may spend 10 minutes inspiring an amount of allies up to your Charisma modifier. Those allies gain a Commander’s Inspiration Die, which they can use to roll and add the number on the die to one ability check, attack roll or saving throw. A creature can only have one Commander’s Inspiration Die at any given time, and the die is lost if the creature takes a short or long rest. The die starts as a d6 at level 3, and increases to a d8 at 7th level, and d10 at 15th level.
For the people that want this feature as a feat instead of using the new archetype
Prerequisite: Charisma 13 or higher, proficiency in Persuasion or Deception
You gain advantage on Charisma (Deception) and Charisma (Persuasion) checks against indifferent creatures to become friendly to you after talking to that creature for at least one minute.
You gain advantage on Charisma (Deception) and Charisma (Persuasion) checks against friendly creatures to take a risk for you or go the extra mile for you.
You gain advantage on Charisma (Deception) and Charisma (Persuasion) checks against friendly creatures to gain information.
Prerequisite: Charisma 13 or higher, proficiency in Persuasion or Deception
You gain advantage on Charisma (Deception) and Charisma (Persuasion) checks when trying to bring down the price of an item.
You always pay at least 10% less for non-magical items.
You always pay at least 10% less for downtime lifestyle expenses.
Please tell me what you think. If you have any suggestions or feedback, please let me know. If you have another idea for a Cha-feat, i might make it and add it to this post!
EDIT (19-1-2016): Changed the level in the discription of Shadow Step from the Shadow Reaver to the right level.
EDIT (22-2-2016): Limited the uses of Frightening Strike of both the Barbarian path and the feat, and added to 'Crowd's Favor' that it uses a bonus action, so it competes with the frightening strike. Fixed the mistake in Commander's Strike. Limited the attack roll bonus of the Fate Weaver's Magic Cards. Added a limit t
After making the Intelligent Character Options (http://www.giantitp.com/forums/showthread.php?474705-Intelligent-Character-Options-PEACH) to add some Intelligence based sub-classes and feats, i wanted to do the same with Charisma. I came up with the following:
Sub-Classes
Intimidating Presence (lvl3):
Starting at 3rd level, your intimidating presence disturbs the accuracy of those trying to hit you. You can use your Charisma modifier instead of your Constitution Modifier for your Unarmored Defence. Additionally, when you rage, you have advantage on Charisma saving throws.
Improvisional Fighter (lvl3):
Also starting at 3rd level, you have learned to use anything as your weapon. You become proficient in improvised weapons.
Intimidating Striker (lvl6):
At level 6 you combine your intimidating presence with your strikes. If you hit with a weapon attack on your turn while raging, you may use a bonus action to intimidate an enemy. That enemy must succeed on a Wisdom saving throw (DC 8 + Profbonus + Chamod) or be frightened of you until the end of your next turn. You may use this feature an amount of times equal to half your Charisma modifier (rounded up) per rage.
Crowd’s Favor (lvl10)
Starting at 10th level, you fight better when others are around you. As a bonus action on of each of your turns, you may gain 1 THP for every non-hostile creature within 60ft of you, to a maximum of your Charisma modifier, using their favor as a way to keep going. The maximum increases to twice your Charisma modifier at level 18.
Shouting Striker (lvl14):
Starting at 14th level, you have learned to empower your Intimidating Striker feature with shouts. Whenever you use your Intimidating Striker feature, you may choose one of the following effects to add to the feature’s effect:
Distracting Shout: If the target fails the saving throw, the first attack roll against the target by a creature other than you has advantage if the attack is made before the start of your next turn.
Challanging Shout: If the target fails the saving throw, it has disadvantage on attacks against creatures other than you until the end of your next turn.
Disorienting Shout: If the target fails the saving throw, it cannot take reactions until the end of its next turn.
Painful Shout: If the target fails the saving throw, you deal 1d6 psychic damage to the target.
If a target is immune to being frightened, it is also immune to these effects. A target is unaffected by these options if it can’t hear you.
As a commander, you use your charisma to inspire others, and guide them in combat. You never go alone, as the whole is greater than the sum of the parts.
Commander’s Inspiration (lvl3):
Starting at 3rd level, you have learned to inspire your allies with words of bravery and guidance. Once per short or long rest, you may spend 10 minutes inspiring an amount of allies up to your Charisma modifier. Those allies gain a Commander’s Inspiration Die, which they can use to roll and add the number on the die to one ability check, attack roll or saving throw. A creature can only have one Commander’s Inspiration Die at any given time, and the die is lost if the creature takes a short or long rest. The die starts as a d6 at level 3, and increases to a d8 at 7th level, and d10 at 15th level.
Commander’s Strike (lvl7):
Starting at 7th level, whenever you take the attack action on your turn, you can forgo one of your attacks and use your bonus action to direct one of your companions to strike. When you do so, choose one friendly creature who can see or hear you. That creature can immediately use its reaction to make one weapon attack.
Well of Stamina (lvl10):
Starting at 10th level, your words can inspire others to dig deep in their stamina, so they can fight for you longer. You can use a bonus action on your turn to let an ally who can hear you spend a number of Hit Dice up to half your Commander level (rounded down).
Commander’s Presence (lvl15):
Starting at 15th level, your presence is enough to inspire those near to you. Allies within 10ft of you gain a bonus to Int, Wis and Cha saving throws equal to your Charisma modifier.
True Leader (lvl18):
Starting at 18th level, you have become a true leader in the midst of combat. When you use your Commander’s Strike ability, you can choose to forgo two of your attacks. If you do, the creature that uses its reaction to make one weapon attack gains advantage on the attack roll. Additionally, when you use your Well of Stamina ability, the ally targeted gains twice your Charisma modifier as THP.
Magic Cards (lvl3):
As a bonus action on your turn, you can conjure magic cards in your hand that you can throw as ranged weapons for one minute. You are proficient in these weapons. The weapons deal slashing damage and are considered magic for overcoming damage restrictions. The damage die for these weapons are 1d4, and you add your dexterity and half your charisma modifier (rounded down, minimum 0) to the damage rolls. At 9th level you may add half your Charisma modifier (rounded down) to the attack rolls, up to a maximum of +1. At 17th, the maximum increases to +2. Sneak Attack is applied on these weapons. At 13th level, the damage die increases to 1d6.
Fated Gambler (lvl3):
Whenever you make a d20 roll for gambling, you gain advantage on the roll.
Cards of Fate (lvl9):
Whenever you make an attack roll as part of the attack action with your magic cards, you can choose to roll a d6. On a 1 or 2, you deal an additional 1d6 fire damage to the target and all creatures in a 5ft radius around it on a hit. On a 3 or 4, you slow your target and all creatures in a 5ft radius around it by half their movement speed on a hit. On a 5 or 6, on a hit the target must succeed on a constitution saving throw (DC is 8+prof+CHAmod) or be paralyzed until the end of its next turn. At 13th level, you may roll 2d6 and use either result.
You can use this ability an amount equal to your Charisma modifier per short rest.
Swift Hands (lvl13):
Practicing with your magic cards made you especially swift with your hands. You are proficient in Sleight of Hand checks if you weren’t already.
Card Fiesta (lvl17):
You can make one weapon attack to every enemy within 30ft of you. They all hit at the same time, and you can divide your sneak attack damage dice between all the hits. You can use this ability once per long rest.
Yes, this is a Twisted Fate adaption from League of Legends
Shadow Gear (lvl3):
Also starting at 3rd level, you can use your action to weave yourself into an armor of shadows for 1 minute when not wearing armor or wielding a shield. If you do, your AC becomes 10 + your Dexterity modifier + half your Charisma modifier (rounded up). When you wield this armor, you may create a weapon made of shadows in your empty hand as a bonus action. You can choose the form that this melee weapon takes each time you create it (see chapter 5 for weapon options). This weapon deals necrotic damage and counts as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.
One with Shadows (lvl9):
Starting at 9th level, you have learned to blend with the shadows. When wearing your Shadow Gear, you have advantage on stealth checks in dim light or darkness. Additionally, when wearing your Shadow Gear, you can invoke darkness around yourself as an action, as if you had cast the Darkness spell as a 2nd level spell. You can invoke darkness around you once per short or long rest this way.
Shadow Step (lvl13):
At 13th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.
Flesh to Shadow (lvl17):
Starting at 17th level, you have learned to merge with the shadows of your Shadow Gear. When wearing your Shadow Gear, you can use an action to try to merge with the shadows of your Shadow Gear. If you do, you are considered under the effect of the Blink spell, but instead of vanishing, you fully change into shadows, with the same effects as the spell gives. You can use this feature an amount equal to your Charisma modifier per long rest.
Feats:
+1 to CHA
If you hit with a weapon attack on your turn, you may use a bonus action to intimidate an enemy. That enemy must succeed on a Wisdom saving throw (DC 8 + Proficiency bonus + Charisma modifier) or be frightened of you until the end of your next turn. You can use this feature twper short or long rest.
For the people that want this feature as a feat instead of using the new archetype
Once per short or long rest, you may spend 10 minutes inspiring an amount of allies up to your Charisma modifier. Those allies gain a Commander’s Inspiration Die, which they can use to roll and add the number on the die to one ability check, attack roll or saving throw. A creature can only have one Commander’s Inspiration Die at any given time, and the die is lost if the creature takes a short or long rest. The die starts as a d6 at level 3, and increases to a d8 at 7th level, and d10 at 15th level.
For the people that want this feature as a feat instead of using the new archetype
Prerequisite: Charisma 13 or higher, proficiency in Persuasion or Deception
You gain advantage on Charisma (Deception) and Charisma (Persuasion) checks against indifferent creatures to become friendly to you after talking to that creature for at least one minute.
You gain advantage on Charisma (Deception) and Charisma (Persuasion) checks against friendly creatures to take a risk for you or go the extra mile for you.
You gain advantage on Charisma (Deception) and Charisma (Persuasion) checks against friendly creatures to gain information.
Prerequisite: Charisma 13 or higher, proficiency in Persuasion or Deception
You gain advantage on Charisma (Deception) and Charisma (Persuasion) checks when trying to bring down the price of an item.
You always pay at least 10% less for non-magical items.
You always pay at least 10% less for downtime lifestyle expenses.
Please tell me what you think. If you have any suggestions or feedback, please let me know. If you have another idea for a Cha-feat, i might make it and add it to this post!
EDIT (19-1-2016): Changed the level in the discription of Shadow Step from the Shadow Reaver to the right level.
EDIT (22-2-2016): Limited the uses of Frightening Strike of both the Barbarian path and the feat, and added to 'Crowd's Favor' that it uses a bonus action, so it competes with the frightening strike. Fixed the mistake in Commander's Strike. Limited the attack roll bonus of the Fate Weaver's Magic Cards. Added a limit t