Foxin
The foxin has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.
A foxin naturally emits an air of total belonging. It doesn’t go unnoticed, but other creatures always behave as though the foxin’s presence is normal and unobtrusive.
Actions
The foxin targets any number of non-foxin creatures within 30 feet. Each creature in that area must succeed on a DC 13 Wisdom saving throw or be treated as charmed against all enemies and dangers for 1 minute. A charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the foxin’s Illusory Calm for the next 24 hours. A creature has advantage on the saving throw if it suffers any harm while charmed.
Foxin
Not yet described
Duplication and Templates
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