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Trick Opponent in Dungeons & Dragons 5e

Trick Opponent - 5000 AXP

TIER TWO FEATURE: Trick Opponent

    • AXP: 5000
    • Pre-Requisites: Intelligence or Charisma score of at least 16 (or Smart Hero selected as base class)
    • Grants Access To: None

The hero has the ability to temporarily confuse a target through the use of ploy and deception. The target must have an Intelligence score of 3 or higher to be susceptible to a trick, must be within 30 feet of the hero, and must be able to hear and understand the hero.

To play a trick on a target, the hero must use a full-round action The target can try to think quickly and ignore the trick. The target resists the trick by making a Wisdom or Intelligence saving throw (DC 10 + hero's tier + hero's Intelligence modifier). If the saving throw fails, the target becomes dazed (unable to act, but can defend normally) for 1 round.

A trick can only be played on a particular target once per encounter. After the first trick in an encounter, whether the attempt succeeds or not, that target becomes wary and immune to such ploys. This is a mind-affecting ability.


 

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