Jump to content

Jibber-Jabber


jokomaisu

92 views

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 donโ€™t know theyโ€™re crazy and you know youโ€™re crazy, therefore youโ€™re 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 creatureโ€™s 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 canโ€™t hear you or if itโ€™s immune to being charmed.

0 Comments


Recommended Comments

There are no comments to display.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
ร—
ร—
  • Create New...