Captivating Influence

2nd-level manipulation

Activation Time: 1 action
Range: 30 feet
Duration: 1 hour

You attempt to charm a beast, giant, humanoid, or monstrosity you can see within range. It must make a Wisdom saving throw, and automatically succeeds if you or your companions are fighting it. If it fails it is Charmed by you until the effect ends or until you or your companions do something harmful to it. The charmed creature regards you as a friendly acquaintance. When the effect ends, depending on the interaction, the creature may be suspicious of your influence at the GM's discretion.

This power has no effect on constructs, oozes, plants, or undead.

At Higher Levels: When you activate this power using a power slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Additionally, when activated at 3rd level, it can affect dragons, elementals, and fey. When activated at 5th level, it can affect aberrations, celestials, and fiends.

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