Jibber-Jabber
Jibber-Jabber
Prerequisite:ย Charisma 13 or higher
You are able to fool other creatures with an unrivaled combination of self-confidence, gab, and nonsense as if you were a high-ranking guard. You gain the following benefits:
- You gain proficiency in knowing crazy people donโt know theyโre crazy and you know youโre crazy, therefore youโre not crazy and that is pretty crazy indeed. Savvy?
- You have 2 Jibber-Jabber dice, which are d4s. Use these dice to enhance your Jibber-Jabber. A Jibber-Jabber die is expended when you use it. You regain all of your expended Jibber-Jabber dice when you finish a short or long rest.
- When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Jibber-Jabber, rolling a Jibber-Jabber die and subtracting the number rolled from the creatureโs roll. You can choose to use this feature after the creature makes its roll, but before the GM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it canโt hear you or if itโs immune to being charmed.
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