![]() On a successful save, you can't use this feature on the attacker again until you finish a long rest. If multiple creatures are closest, the attacker chooses which one to target. On a failed save, the attacker must target the creature that is closest to it, not including you or itself. The attacker must make a Wisdom saving throw against your wizard spell save DC. Instinctive Charmīeginning at 6th level, when a creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to divert the attack, provided that another creature is within the attack's range. Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can't use this feature on that creature again until you finish a long rest. However, the effect ends if you move more than 5 feet away from the creature, if the creature can neither see nor hear you, or if the creature takes damage. On subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn. The charmed creature's speed drops to 0, and the creature is incapacitated and visibly dazed. If the target can see or hear you, it must succeed on a Wisdom saving throw against your wizard spell save DC or be charmed by you until the end of your next turn. As an action, choose one creature that you can see within 5 feet of you. Starting at 2nd level when you choose this school, your soft words and enchanting gaze can magically enthrall another creature. Sources: Player's Handbook Enchantment Savantīeginning when you select this school at 2nd level, the gold and time you must spend to copy a Enchantment spell into your spellbook is halved. ![]()
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