🥳Path Of Social🥳
Friendly & Neighborly
Requires at least +0 Charisma
you have advantage on all charisma checks towards a creature as long as they involve you trying to be their friend or asking for commonly known information.
Gossipy Grouse
Requires at least +0 Charisma
you have advantage on all charisma checks relating to spreading misinformation or gossip. if the misinformation and gossip you’re spreading is about someone you personally know, gain a +2 bonus to the roll.
No Villains
Requires +2 Bonus In Persuasion
You can sacrifice your entire turn (action, bonus, reaction, extra, movement) in order to calm down or Suppress a creature’s intense emotions. if the creature isn’t willing, they must make a charisma will save against your social DC:
(8 + Cha + Persuasion Bonus)
A Creature Can Choose To Fail. If The Creature Fails, Choose One Of The Following:
- Suppress A Creature’s Rage Or Hostility Towards You
- Suppress The Charmed Or Frightened Condition
Suppressing Does Not Mean It Ends, After 5 Minutes The Creature's Rage Or Its Condition Will Come Back If It Hasn’t Expired.
Leadership Likeness
requires +3 Charisma
You Have A 15ft Aura Of Leadership. If A Creature Is Within That Aura, They Must Roll Make A Charisma Will Save Against Your Social DC:
(8 + Cha + Persuasion Bonus)
If They Fail, Then You Double Your Charisma Stat When Rolling Related To That Creature. This Effect Lasts Until You Have A Bad Interaction With The Creature
Inspiring Tongue
Requires +3 Bonus In Performance
As An extra Action, You Can Inspire A Creature Within Hearing Distance From You. Roll A Charisma Check, The Resulting Roll Deciding What Benefits The Creature Gets:
Nat 20 = The Creature Has Triple Advantage On Their Next Roll.
16-19+ = The Creature Has Double Advantage On Their Next Roll.
11-15 = The Creature Has Advantage On Their Next Roll.
2-10 = The Creature Doesn’t Gain Any Benefit
Nat 1 = The Creature Has Disadvantage On Their Next Roll.
Vicious Mockery
Requires +3 Bonus In Persuasion
as An extra Action, You Can Ridicule A Creature Within Hearing Distance From You. They Must Make A Charisma Saving Throw Based On Your social DC:
(8 + Cha + Persuasion Bonus)
If They Fail, Roll A Charisma Check, The Resulting Roll Deciding What Detriment The Creature Gets:
Nat 20 = The Creature Has Triple Disadvantage On Their Next Roll.
16-19+ = The Creature Has Double Disadvantage On Their Next Roll.
11-15 = The Creature Has Disadvantage On Their Next Roll.
2-10 = The Creature Doesn’t Gain Any Debuff
Nat 1 = The Creature Has Advantage On Their Next Roll.