Homebrew:Aspect of the Nightingale: Difference between revisions
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|verbal=true | |verbal=true | ||
|somatic=true | |somatic=true | ||
|duration=10 | |duration=10 Minutes | ||
|concentration=true | |concentration=true | ||
|school=Transmutation | |school=Transmutation |
Latest revision as of 14:14, 8 August 2025
(OOC: This is a conversion of the Aspect of the Nightingale spell from Pathfinder 1e)

Level | Casting time | Range/Area | Components |
---|---|---|---|
1st | 1 Action | Self | V, S |
Duration | School | Attack/Save | Damage/Effect |
Transmutation | None | Buff |
You take on an aspect of a nightingale. Your voice becomes clear and pleasant. You gain advantage on Charisma (Performance Charisma (Performance)skillYour Charisma (Performance) check determines how well you can delight an audience with music, dance, acting, storytelling, or some other form of entertainment.) checks made while singing, Charisma (Persuasion
Charisma (Persuasion)skillWhen you attempt to influence someone or a group of people with tact, social graces, or good nature, the DM might ask you to make a Charisma (Persuasion) check. Typically, you use persuasion when acting in good faith, to foster friendships, make cordial requests, or exhibit proper etiquette. Examples of persuading others include convincing a chamberlain to let your party see the king, negotiating peace between warring tribes, or inspiring a crowd of townsfolk.) checks, and saving throws against charm effects.
- Bard
- Cleric
- Druid
- Paladin
- Ranger
- Shelyn*
* Clerics following this god may replace one of their 1st level domain spells with this spell.