The Harlot By Miguel Garcia
The Harlot As a Harlot, you gain the following abilities. Your abilities grow stronger with the more lustful actions you take. Fatherless Behavior Charming appearance: At 1st level, When engaging with creatures in extended conversation or social settings you begin charming individuals not acquainted with you. Targets must succeed a dc15 charisma saving throw or they swoon. Swoon: Whoever swoons has disadvantages on all wisdom and charisma saving throws against their beau or belle. The armor class is also reduced by 1. Every three turns, creatures that swoon must make a dc15 charisma saving throw or become charmed by their beau or belle. At higher levels, the armor class is reduced further and less turns are required to apply charm. Charm A charmed creature can’t attack the charmer or target the charmer with harmful abilities or magical effects. The charmer has advantage on any ability check to interact socially with the creature. Level Armor reduction Charm 1 -1 ac 3 turns 2 -2 ac 2 turns 3 -3 ac 1 turn Alluring At 2nd level you can cast alluring dance once per short rest. Alluring Dance Natural Ability Casting Time: 1 action Range: 50 feet Duration: Instantaneous The harlot performs a seductive dance that entices up to 6 targets that can see the harlot, depending on proficiency modifier. Targets that are enticed must succeed a dc18 charisma saving throw or they swoon. At 3rd level, creatures that fail the saving throw are also charmed. Swan Song At third level The Harlot has the ability to utilize a swan song. In order to use this ability the Harlot must sacrifice their humanity, and take on the characteristics of the mythological creature associated to their vice. The power of their vice evolves, gaining new abilities while losing their old ones. Go Lovely Rose Swan song Caster becomes the "Conduit of Medusa" to gain 3 of the following traits: abominable, vicious, callous, fury, and scorned. Abominable: permanently gain +3 to ac and intimidation. Vicious: permanently gain another attack per action and +3 to hit. Callous: permanently gain immunity from wisdom or charisma impairing abilities. The unlovable can choose up to 3 willing targets to receive this boon for 3 hours. Fury: permanently gain +3 to acrobatics, athletics, and strength checks. Scorned: Once per short rest gain additional 3d8 to a damage roll of your choosing. Conduit of Medusa Visage of Medusa: Take on the appearance of Medusa causing creatures to dislike you. You gain disadvantage on all persuasion and deception checks, and creatures are immune from charms cast by you. Additionally, friendly creatures become neutral towards you, and neutral creatures become hostile towards you. You can now channel your strength into your gaze causing enemies to become petrified. You gain the ability to cast petrifying gaze once per short rest. Petrifying gaze Natural Ability Casting Time: 1 action Range: 15 foot cone Duration: Instantaneous In a 15 foot cone in front of you, cast your gaze on all creatures that can see you. Creatures must succeed a dc18 constitution save. On a save their movement speed is halved. On a failure the creatures are petrified. Creatures make a constitution dc18 saving throw to become unpetrified. This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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