Dnd 5e Dmg Pg 128

  • I read a question like this before long ago, but on an inn. I remember that the official or most likely answer was rediculously expensive, to the point you should ignore it for realism sake. Something with 5 figures? As a guideline, property value.
  • DMG 128: Building a Stronghold. That said, it's not an expansive system for building in 5e.
More older/unfinished roguish archetypes…

128 More Downtime Activities Chapter 8, “Adventuring,” of the Player’s Handbook describes a few downtime 01–10activities to fill the void between adventures. Depending on the style of your campaign and the particular backgrounds and interests of the adventurers, you can make some or all of the.


COURTESAN
While most rogues and thieves' guilds concentrate on coin, gems, and other forms of wealth, some choose to walk a different path. Courtesans are more concerned with the value of flesh, the whispered secret from a lover, or the ease with which a knife can sink into the back of a trusted lover. Courtesans, unlike the more pampered concubine, live on the streets and accept -- and perhaps enjoy -- the ever present danger that exists in the alleys far removed from perfumed chambers of their more delicate courtesan cousins.
Courtesans excel equally in the arts of seduction and combat, leaving not only a trail of lover's tears, but sometimes one of cooling bodies.

Saving Throws. Some of your features require your target to make a saving throw to resist the effect. The saving throw DC is equal to 8 + your proficiency bonus + your Charisma modifier.
ALLURING HINDRANCE
Starting at 3rd level, either through your exceptional attractiveness or magnetic personality, your enemies are loathe to harm you and tend to pull their blows. While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Charisma modifier. You can use a shield and still gain this benefit.
Once per short rest, as a bonus action, you can intensify your allure such that a single creature you select that attempts to harm you with an attack or a spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack. This effect lasts for 1 minute or until you make an attack or cast a spell that affects the creature.
Additional Option: If your campaign uses an Appearance or Comeliness attribute, consider allowing the use of a disguise kit to add to this attribute for 24 hours. The DC is chosen at the time of application; DC 10 to add a +2, DC 15 for +3, and DC 20 for +4. Three failures consumes the disguise kit.
SEDUCTIVE ARTS
Whether it’s just stunning physical appearance, enthralling personality, or another ethereal quality, you stand out from the masses. Beginning at 3rd level, you can use an action and attempt to charm a humanoid that you can see within 30 feet. The victim must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you for 1 hour or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance.
You can use this feature a number of times equal to your to your proficiency bonus minus 1 before needing a short rest.
Additionally, once per long rest, using a bonus action, you may choose to spurn a creature that is currently charmed by your Seductive Arts. The targeted creature must make a Wisdom saving throw. On a failed save, the creature suffers an amount of psychic damage equal to your sneak attack dice and is stunned until the end of your next turn. On a successful save the creature suffers half the damage with no stun effect.
A Tempter can maintain a comfortable lifestyle at no cost during downtimes if they spend their time practicing their 'art'. A 'grittier' campaign (or DM with a cruel streak) might require a DC 10 Constitution saving throw after each downtime spent working to avoid contraction of diseases. It might also be within reason to always apply the results from the roll of 31 - 40 on the carousing table (DMG, Pg. 128).
PILLOW SECRETS

Dnd 5e Dmg Pdf


Starting at 9th level, your ability to seduce and sway emotions leads many lovers to spill their deepest secrets. When you are faced with needing a bit of local knowledge or the answer to a particular question, you may ask the DM a single question concerning a specific goal, event, or activity that occurred or is planned to occur within 30 days.
You must be located in the town or area relevant to the question and spend 48 hours working your network of contacts. The DM will offer the facts in regards to the question, though the reply might be a short phrase, a cryptic reference, or technical in nature.
If you use pillow secrets two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each use after the first that you recall the wrong or misleading information. The DM makes this roll in secret.
PROFOUND BETRAYAL
At 13th level, you are able to twist and destroy those who trust and love you the most. If you choose to attack a creature that is under the effects of your seductive arts, your sneak attack damage for that attack is doubled. Attacking a creature charmed by seductive arts in this manner immediately breaks the effect.Free
In addition, your knowledge of emotional manipulation renders you immune to charm effects.
ENTHRALL
At 17th level, as a bonus action, you can attempt to deepen your hold over a creature that is under the sway of your Seductive Arts. The creature must be within your sight and able to hear you and is allowed a Wisdom saving throw to resist this additional effect. On a successful save, the charmed condition from seductive arts remains in effect.
On a failed save, you can issue commands to the creature, which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability. This effect lasts for 1 hour.
You can use your action to take total and precise control of the target, carefully controlling and manipulating it with subtle body cues and verbal commands. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

Dnd 5e Dmg Pg 128 Free

You can choose to end the enthrall effect early (and abruptly) causing the creature to become confused (as per the spell) for one round.

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You may use enthrall once per long rest.