Starting at 13th level, you can use a bonus action on your turn to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn. This effect ends immediately if you or your companions do anything harmful to it. While charmed, it regards you as a friendly acquaintance. ![]() If you succeed on the check and the creature isn't hostile to you, it is charmed by you for 1 minute. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart. If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can't make opportunity attacks against targets other than you. The creature must be able to hear you, and the two of you must share a language. As an action, you can make a Charisma (Persuasion) check contested by a creature's Wisdom (Insight) check. PanacheĪt 9th level, your charm becomes extraordinarily beguiling. All the other rules for Sneak Attack still apply to you. You also gain an additional way to use your Sneak Attack you don't need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don't have disadvantage on the attack roll. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier. Starting at 3rd level, your confidence propels you into battle. ![]() During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn. When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. Source: Xanathar's Guide to Everything Fancy Footwork
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