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endlessxaura
2017-11-21, 07:29 AM
I've been toying with a class idea not entirely unlike the innocuous Grafter from 3.5. I feel like those ideas weren't well explored in 4e and 5e. So, I decided to try my hand at it. It fits in to 5e as a Intelligence-based half-caster. It's role is primarily damage-dealing, like a Barbarian, but it suffers in HP and can only do so against single targets. I would love to hear feedback on both the concept and the balance.


Hit Points
Hit Dice: 1d8 per ascendant level
Hit Points at 1st Level: 8 + your constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per ascendant level after 1st

Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None

Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, History, Intimidation, Investigate, Medicine, and Religion

Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) a rapier or (b) a longsword
(a) scale mail or (b) leather armor
(a) a light crossbow and 20 bolts or (b) five javelins
(a) a scholar's pack or (b) an explorer's pack
a spellbook



Half Caster




—Spell Slots per Spell Level—


Level
Proficiency Bonus
Features
Analyses
Analysis Damage
1st
2nd
3rd
4th
5th


1st
+2
Ascendant Acumen, Analysis
2
+4
—
—
—
—
—


2nd
+2
Spellcasting, Fighting Style
2
+4
2
—
—
—
—


3rd
+2
Ascendancy
3
+4
3
—
—
—
—


4th
+2
Ability Score Improvement
3
+5
3
—
—
—
—


5th
+3
Extra Attack
3
+5
4
2
—
—
—


6th
+3
Modification
4
+5
4
2
—
—
—


7th
+3
Ascendancy Feature
4
+6
4
3
—
—
—


8th
+3
Ability Score Improvement
4
+6
4
3
—
—
—


9th
+4
—
4
+6
4
3
2
—
—


10th
+4
Modification
4
+7
4
3
2
—
—


11th
+4
Ascendancy Feature
4
+7
4
3
3
—
—


12th
+4
Ability Score Improvement
5
+7
4
3
3
—
—


13th
+5
—
5
+8
4
3
3
1
—


14th
+5
Modification
5
+8
4
3
3
1
—


15th
+5
Ascendancy Feature
5
+8
4
3
3
2
—


16th
+5
Ability Score Improvement
5
+9
4
3
3
2
—


17th
+6
—
6
+9
4
3
3
3
1


18th
+6
Modification
6
+9
4
3
3
3
1


19th
+6
Ability Score Improvement
6
+10
4
3
3
3
2


20th
+6
Ascendancy Feature
Unlimited
+10
4
3
3
3
2





At 1st level, choose a knowledge skill skill among Arcana, History, Nature, and Religion. If you are not proficient in that skill, you gain proficiency in it. If you are proficient in that skill, your proficiency bonus is doubled for any ability check you make that uses it.



Your analytical foresight can unveil the weaknesses in another’s mortal frame. You may, as a bonus action, analyze a creature to determine a weak point. The creature must have a discernible anatomy. You may add your intelligence modifier to the damage you deal to that creature with melee, ranged, and spell attacks. When you deal damage to an analyzed creature with an attack, you gain a bonus to the damage roll that increases as you gain levels as an ascendant, as shown in the Analysis Damage column of the Ascendant table. You may also add your Intelligence modifier to the damage of melee and ranged attacks, instead of your Strength or Dexterity modifier. You may only have one creature analyzed at a time. If you are knocked unconscious, this effect ends.

Once you have analyzed the maximum number of times for your ascendant level, you must finish a long rest before you can analyze again. You may use analysis 2 times at 1st level, 3 at 3rd, 4 at 6th, 5 at 12th, 6 at 17th, and unlimited at 20th.



By 2nd level, you have learned to draw on arcane magic through knowledge and study like a wizard. See chapter 10 in *The Player's Handbook* for the general rules of spellcasting.

Spellbook
At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know.

Preparing and Casting Spells
The ascendant table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your ascendant level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you're a 3rd-level ascendant, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell *Magic Missile*, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of ascendant spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability
Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your intelligence whenever a spell refers to your spellcasting ability. In addition, you use your intelligence modifier when setting the saving throw DC for a ascendant spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell Attack modifier = your proficiency bonus + your Intelligence modifier

Ritual Casting
You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.

Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your ascendant spells.

Learning Spells at 1rst Level or Higher
Each time you gain a ascendant level, you can add two wizard spells of your choice to your Spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the ascendant table. On your adventures, you might find other spells that you can add to your spellbook (see “Your Spellbook”).



At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a fighting style option more than once, even if you later get to choose again.

Archery
You gain a +2 bonus to Attack rolls you make with ranged weapons.

Defense
While you are wearing armor, you gain a +1 bonus to AC.

Dueling
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.

Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.



At third level, you unlock the secrets to surpassing your mortality. Your approach is your defining feature. You gain an Ascendancy at 3rst level. Your choice grants you features at 7th level and again at 11th, 15th, and 20th level.



Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.



Beginning at 6th level, you alter your body to improve it. You may choose a modification. A list of modifications is at the end of this document. At 10th, 14th, and 18th level, you may choose another modification.




Aberrant ascendants strive to uncover the secrets of reality beyond the scope of the multiverse. Through magical tampering and blasphemous knowledge, they elevate their mind beyond their physical form.

Abberant Intellect
Beginning when you choose this ascendancy at 3rd level, you have resistance to psychic damage. In addition, you have telepathy 60ft can communicate telepathically with any creature you can see within 60ft. You must share a language with the creature.

Touch of Madness
Also when you take this ascendancy at 3rd level, you may choose to make the damage from Analysis psychic.

Psychic Feedback
At 7th level, the minds of creatures are opened to you, allowing you to exploit vulnerability. When a creature that you’ve analyzed deals damage to you, you may use a reaction to deal half the damage you take to that creature as psychic damage.

Illithid's Blast
At 11th level, you learn to emulate illithids. When you use analysis, you may instead choose to mind blast the creature. The creature must make an Intelligence saving throw against your spell save DC or be restrained for 1 minute. The creature may repeat the saving throw at the end of each of its turns to end the effect.

Beholder's Gaze
At 15th level, you learn to emulate beholders. When you use analysis, you may instead produce an antimagic field around the creature. The creature must make an Intelligence saving throw against your spell save DC or be unable to cast spells for 1 minute. The creature may repeat the saving throw at the end of each of its turns to end the effect.

Mental Supremacy
At 20th level, you are an aberration. Your type changes to aberrant. You gain immunity to psychic damage and immunity to the stunned condition. When a creature fails its save against your mind blast, you may stun the creature instead. When you use analysis to produce an antimagic field, the creature cannot make a save.



Construct ascendants strive to rebuild their body in a perfect form. Organic material is weak and vulnerable. Metal and magic represent the next step in evolution.

Construct Anatomy
Beginning when you choose this ascendancy at 3rd level, you have resistance to bludgeoning, slashing, and piercing damage from non-magical sources may reduce bludgeoning, slashing, or piercing damage you take by your proficiency bonus.

Arcane Infusion
Also when you take this ascendancy at 3rd level, you attacks are considered magical against a creature you analyzed for the duration of Analysis.

Improved Construct Anatomy
At 7th level, your anatomy becomes even more constructed. Choose a damage type among poison, fire, cold, acid, or lightning that you are not resistant to. You gain resistance to the chosen damage type.

Immutable Form
At 11th level, your form is solid and unwavering. You are immune to any spell of effect that would alter your form.

Superior Construct Anatomy
At 15th level, your anatomy is almost entirely constructed. Choose a damage type among poison, fire, cold, acid, or lightning. If you are resistant to that damage type, you gain immunity to that damage type. If you are not resistant to that damage type, you gain resistance to that damage type.

Mechanus
At 20th level, you are a construct creature. Your type changes to construct. You gain immunity to the exhausted, poisoned, paralyzed, and petrified conditions. You also gain immunity to disease.



Undead ascendants strive to overcome death itself. By embracing negative energy, one may surpass the limitations of nature.

Undead Anatomy
Beginning when you choose this ascendancy at 3rd level, you have resistance to poison and advantage to saves against the poisoned condition.

Necrosis
Also when you take this ascendancy at 3rd level, you may choose to make the damage from Analysis necrotic.

Vampirism
At 7th level, your dabbling into undead reveals how vampires wield necrotic energy. Whenever you deal necrotic damage through Analysis, you heal that much damage.

Undead Fortitude
At 11th level, your undead physiology wards off death itself. If damage reduces you to 0 hit points, you may make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, you drop to 1 hit point instead.

Each time you use this feature, the DC increases by 3. The DC resets after you take a short or long rest.

Superior Undead Anatomy
At 15th level, your body decays even more. You gain immunity to poison, immunity to disease, and immunity to the poisoned condition.

Lichdom
At 15th 20th level, you discover the secrets of lichdom. Your type changes to undead, but you have advantage on saving throws against any effect that turns undead. You also gain the ability to create a phylactery - a magical item that stores your soul. To create a phylactery, you must spend 5,000 gold on reagents and spend a day performing an arcane ritual to trap your soul in it. After you've created a phylactery, you must feed it a soul once a month to maintain it by repeating the ritual and killing a humanoid creature. You may only have on phylactery. If your phylactery is destroyed or not maintained, your soul or body withers away and you die. If you die and your phylactery is intact, you gain a new body in 1d10 days, regaining all your hit points and becoming active again. Your new body appears within 5 feet of the phylactery.

A phylactery can be destroyed by a 9th level Dispel Magic spell.

Negate Life
At 20th level, you are an undead creature. Your type changes to undead, but you have advantage on saving throws against any effect that turns undead. As part of becoming undead, you gain immunity to poison, immunity to disease and immunity to the poisoned condition.




Each modification can be taken once unless otherwise specified.

Adhesive Appendages
Your modify your hands and feet to excrete adhesive mucus. You gain a climb speed of 30ft. You also have advantage on grapple checks.

Antennae
You graft a pair of antennae onto your body. You gain tremorsense up to 30ft.

Aquatic Improvements
You add gills and fins to your body to improve your aquatic capacities. You can breath underwater and gain a swim speed of 30ft.

Arm
You graft an extra arm onto your body. You may use this arm as a regular arm to wield an extra weapon, as an open hand to cast spells, or to manipulate objects. If you wield more than two weapons, you may still only take a single attack through Two Weapon Fighting. You may take this modification any number of times.

Breath Weapon
Choose fire, cold, acid, lightning, or poison. As an action, you exhale the energy in a 15-foot cone of that energy. Each creature in that area must make a constitution saving throw against your spell save DC, taking 2d8 damage of the chosen type on a failed save, or half as much damage on a successful one. This increases to 4d8 at 11th level and 6d8 at 16th level. You must take a short rest to do so again. You may choose this multiple times. Each time you choose it, you may choose the same damage type or a different damage type. Each breath weapon can be used between a short or long rest.

Burrowing Arms
You increase the width and power of your forearms. You gain a 15ft burrow speed. You can burrow through any soft surface, such as dirt or mud. You can't burrow through stone or wood.

Chameleon Skin
You study and apply the techniques of a chameleon’s skin to your own. You add your Intelligence modifier to stealth checks.

Elastic Skeleton
You apply magical, mechanical and chemical processes to your skeleton to make it more elastic. You may add 5ft to your melee attack reach.

Eye Ray
You gain a tentacle ending with a single eye. Upon taking this modification, choose charmed, frightened, or paralyzed. You may use your eye to shoot a ray at a creature. That creature must make a wisdom save against your spell save DC or suffer the chosen condition for 1 minute. The creature may repeat the saving throw at the end of each of its turn to end the effect. You must take a short rest before you can use the eye ray again. You may take this modification any number of times.

Leg
You graft an extra leg onto your body. Your ground movement speed is increased by 5ft. You may use the leg to make an unarmed attack. If you move at least 20 feet straight toward a creature no more than one size category larger than you and then hit it with an unarmed attack on the same turn, you trample the creature. The creature must succeed on a DC 8 + your Strength + your proficiency bonus Strength saving throw or be knocked prone. If the target is knocked prone, you can make another unarmed attack against it as a bonus action. You can take this multiple times. Each extra leg increases your ground movement speed by 5ft.

Natural Weapons
You outfit your body with an assortment of claws, fangs, talons, tusks, and hooves. Your unarmed attacks deal 1d6 damage.

Night Vision
You modify your eyes to pick up trace amounts of light. You can see normally in darkness, both magical and nonmagical, to a distance of 120ft.

Regenerative Physiology
You mimic slaad or troll regeneration. Whenever you take damage, you add half the damage you take to a pool of regeneration points. Every turn, you may expend 1 regeneration point to heal 1 hit point. You lose all the regeneration points if you do not expend points within a minute of gaining them. When you heal hit points, you lose regeneration points equal to half the healing. You may take this feature multiple times. Each time increases the rate at which you can expend regeneration points by 1.

Reinforced Morphology
You add reinforcements to your bones and skin to make them more durable. Your base AC is 10 + dexterity + intelligence. This does not stack with Unarmored Defense.

Sharped Senses
You improve your senses by reshaping your ears and eyes. You add your Intelligence modifier to perception checks.

Tentacle
You graft a tentacle onto your body. You may use this tentacle to make an attack as a bonus action that deal 1d4 damage. You may use the tentacle to make a melee attack that deals 1d4 bludgeoning damage. You may use a bonus action to make an attack with the tentacle. You also have advantage grapple checks using the tentaclele. The tentacle is not considered a free hand for the purposes of spell casting. You may take this modification any number of times twice. Each time allows you to make another tentacle attack during the bonus action.

Wings
You graft wings onto your body. You gain a fly speed of 30ft. You cannot fly in medium or heavy armor. You also take up the space of a large creature while flying due to your wing span. If you are flying and dive at least 30 feet straight toward a target and then hit it with a melee weapon attack, the attack deals an extra 1d6 damage.

Blackbando
2017-11-21, 12:58 PM
I think this class idea is really interesting, and I enjoy a lot of its execution. However, there are some issues with it.

Class Features

Ascendant Acumen
This does not specify what "knowledge skills" are. It can be assumed what they are, but it's best to just explicitly state them.

Analysis
While the table states that you eventually have unlimited analyses, the feature does not state this anywhere.

Archetypes

Aberrant Intellect
If I recall correctly, only the Monster Manual explicitly states what telepathy is. This should fully spell out what it is, such as how The Great Old One patron does so.

Psychic Feedback
This should really take a reaction, because at the moment this can deal way too much damage for no cost except your hit points. Additionally, does this work when said damage would reduce you to 0 hit points? This should specify if it occurs before or after being reduced to 0 hit points knocks you unconscious, because if it occurs before you could potentially deal insane amounts of damage to, say, a Lich, killing you both from its own spell.

Lichdom
This feature should honestly be longer. What happens if the phylactery is destroyed? Can you make a new one? Do you still need to feed it souls like a lich's phylactery, or do you just get this for free? How can said phylactery be destroyed?

Modifications

Breath Weapon
The wording currently means it doesn't recharge on a long rest, only a short rest.

Chameleon Skin
As written, this adds your Intelligence, not your Intelligence modifier. That makes it much more powerful than I think you intended.

Eye Ray
Same wording issue as Breath Weapon. Also, as written you could just take the paralyzation ray over and over, and not even bother with the others. If that's your intent, that's fine, but I don't see much reason as to why you would take the other two.

Reinforced Morphology
This needs to state that it doesn't stack with Unarmored Defense.

Sharpened Senses
Same issue as Chameleon Skin.

Tentacle
Why would you ever take this more than once? You can only take the attack with it as a bonus action, so taking it more adds nothing. Additionally, is this attack a weapon attack? What kind of damage is this? Does it have any properties?


Overall, this is pretty decent, but has some issues making it a bit stronger in some cases than it should be.

Lalliman
2017-11-22, 08:48 AM
Breath Weapon
The wording currently means it doesn't recharge on a long rest, only a short rest.
I think this wording should be acceptable. Common sense dictates that a short rest is included in a long rest.

Aside from Blackbando's points, here are some more thoughts.

1. The class gains no bonus to sustained damage after level 5, so its damage output becomes increasingly insignificant. Compare how at the same level the fighter gets Extra Attack (2) and the paladin gets Improved Divine Smite, while the rogue's damage ramps constantly. The barbarian gets no major damage boost after 5th either, making them increasingly more of a tank and less of a damage dealer over time, but I don't think that's what you're going for with this class. Maybe the powerful modifications at 10th, 14th and 18th make up for it, but I'm not sure. It certainly would be easier to compare to the balance baseline if the damage ramp was consistent.

2. If magic weapons are as uncommon as 5e design assumes, Construct Anatomy is way superior to what the Undead and Aberration get at the same level.

3. For Regenerative Physiology, you've figured out a pretty good way to rule regeneration without providing infinite healing. There needs to be some limiters on it though. As is, you could save up effectively infinite regeneration points and keep them forever until you need them. I think you should specify that all regeneration points are lost when you reach full HP, or something like that.

I've also seen an alternate form of regeneration where if you take damage, you can use your reaction to restore half of it. So it's like Uncanny Dodge, except you can't use it if the damage brings you to 0 HP. It's less flavourful that way, but easier to balance.

4. Why does the powerful-but-impractical Lichdom come at 15th while the weaker-but-practical Negate Life comes at 20th? It seems to me that it should be swapped, both for thematic and mechanical reasons. How can you even be a lich while still being alive?

5. Adhesive Appendages is made basically obsolete by the existence of Wings. In fact, Wings is probably the best 6th level pick by far. I do like how it stimulates using melee attacks, but I imagine that floating out of range will remain the better strategy most of the time.

6. Burrowing Arms needs a clause on what you can burrow through, as well as probably a slower speed. Can you even imagine what it would look like to see someone burrowing through ten feet of soil per second? It might be worth fusing the burrowing speed and climbing speed into one adaptation, with the justification that you have these big claws that are usable for both. That would help them compete with Wings.

endlessxaura
2017-11-22, 08:09 PM
Thanks for the feedback, guys! Those are very good points. I'll try to tackle the ones that aren't oversights:

Psychic Feedback: My initial thought was that taking damage on a d8 hit dice character was enough of a cost, but on closer reflection, it's pretty strong - especially with a multiclass barbarian. I will add it as a reaction to make it cleaner. That would also subsume the consciousness bit.

Lichdom and Negate Life: I will add more detail to Lichdom. I was trying to keep the wording similar to the wording in the Lich monster, but I should add details about creating one. Also, I think they ought to be switched as well.

Damage past level 5: My initial thoughts is that, as a half-caster, it makes sense to have its physical damage drop off some. Although, you're right - the paladin does get improved smite, so this ought to get something. I'm struggling on how to implement that. Maybe I should follow the barbarian model and have it add flat damage that scales with level? Or the rogue model of adding damage dice?

Construct Anatomy: I had that fear. I think I might decide to implement it as something akin to DR, but I don't know if that would fit the 5e philosophy. I want some sort of physical damage reduction, but I'm unsure about anything other than resistance.

Regenerative Physiology: Thanks! I would rather not do the reaction bit because then it's weaker than Uncanny Dodge. (Sorry, got mixed up again, but I would still like to thematically differentiate it) I think I will make healing reduce the regeneration pool by half the amount. I will also make the ascendant lose it after a minute of not using it.

Wings, Adhesive Appendages, Burrowing Arms: Yeah, it does seem that wings is the optimal pick. I'll do some balancing for them. It makes me sad that 5e doesn't have maneuverability, because that's how I would have balanced it in 3.5.

Lalliman
2017-11-23, 02:22 AM
Damage past level 5: My initial thoughts is that, as a half-caster, it makes sense to have its physical damage drop off some. Although, you're right - the paladin does get improved smite, so this ought to get something. I'm struggling on how to implement that. Maybe I should follow the barbarian model and have it add flat damage that scales with level? Or the rogue model of adding damage dice?
This is a tough one. It might be interesting to go the paladin route, but differentiate based on your Ascendancy. At 11th level, Aberrant gets +1d8 psychic damage per attack, Undead gets 1d8 necrotic, and Construct gets 1d8 fire, cold or lightning. (The Construct damage type could be chosen when hitting 11th, or changed with a bonus action.)

You can experiment with the size of the die to see how much of a damage bonus makes sense.


Construct Anatomy: I had that fear. I think I might decide to implement it as something akin to DR, but I don't know if that would fit the 5e philosophy. I want some sort of physical damage reduction, but I'm unsure about anything other than resistance.
You can go the Heavy Armour Master route, preferably not the core version but the commonly-homebrewed version that gives DR equal to your proficiency. (The normal version is arguably overpowered at very low level while fading into irrelevance at high. DR = proficiency fixes that.) Don't forget to mention that it doesn't stack with HAM, of course.

Edit: While manoeuvrability would be clunky to implement in 5e, some other ways to make flight less convenient are:
- You can't fly in medium or heavy armour.
- You must be in a space wide enough to accommodate your wingspan to fly. Your wingspan is equal to twice your height.
- You can't hover: you fall to the ground at the end of your turn unless you move at least half your fly speed during your turn.

The first is only a minor penalty to this class, but might serve as a slight penalty at early level. The second I think is a great idea, and should honestly be used for all winged creatures. An explicit (rather than DM-arbitrated) inability to fly in cramped spaces would certainly help Adhesive Appendages compete with Wings. The inability to hover can also be pretty inconvenient, but I fear that this hinders melee attackers more than ranged ones, so use with caution.

endlessxaura
2017-11-24, 01:49 PM
Those are excellent suggestions! I don't think the paladin route is quite right, but I decided to just suck it up and go with the Barbarian model for flat damage. My off-the-top-of-my-head DPR calculations put it just beneath a fighter for an analyzed target using only melee attacks. With spell's like Scorching Ray, Melf's Acid Arrow, and Bestow Curse, I imagine the ascendant can surpass the fighter in single target damage on an analyzed target.

The DR based on proficiency is an excellent idea! That scales nicely and keeps it from being overpowered at low levels.

I will include those inconveniences for fly. I also switched around some features and made Adhesive Appendages give an advantage to grappling. That might help things some.



Eye Ray
Same wording issue as Breath Weapon. Also, as written you could just take the paralyzation ray over and over, and not even bother with the others. If that's your intent, that's fine, but I don't see much reason as to why you would take the other two.


Oh, I feel like I might want to give a reason for this, because I play with a rather weird group. In my group, charming really is as good as paralysis because talking encounters happen a lot. Also, there are some characters who do benefit from the charm and frightened conditions. I wanted to throw them a bone in case they are in your party.