Influence
Influence shapes a character's supernatural focus, training, and power set.
Power index
Influence Powers
42 powers, grouped by tier. The rules needed for quick reference are shown directly in each row.
Tier 0
2
Study a social scene. Learn one useful pressure point: who leads, who fears whom, who wants to leave, who is lying badly, who is eager to impress, or what topic would shift the room.
- Action
- Action
- Use
- At-Will
- Range
- Self (60 ft.)
- Duration
- Instant
- Effect
- Insight
- Type
- Influence / Social

You understand reputation, etiquette, favors, fear, law, wealth, obligation, and public pressure. Influence powers are not telepathy and do not read thoughts; they work through social force and visible consequences.
- Action
- Passive
- Use
- At-Will
- Range
- Self
- Duration
- Permanent
- Effect
- Social
- Type
- Influence / Identity
Tier 1
4
Find a minor favor in a populated place: simple lodging, a rumor, a meal, directions, a brief distraction, a mundane tool, or a harmless introduction.
- Action
- 10 Minutes
- Use
- At-Will
- Range
- Settlement
- Duration
- Instant
- Effect
- Favor
- Type
- Influence / Contacts

Draw focus through posture, voice, status, or presence. Chosen creatures in the emanation have disadvantage on Perception checks to notice creatures other than you until your next turn.
- Action
- Bonus Action
- Use
- At-Will
- Range
- Self (30 ft.)
- Duration
- 1 Round
- Effect
- Distraction
- Type
- Influence / Presence
- Save
- WIS

Undermine one creature with a public barb, accusation, or perfectly timed remark. The target makes a CHA save or takes psychic damage and has disadvantage on its next attack or ability check before your next turn.
- Action
- Action
- Use
- At-Will
- Range
- 60 ft.
- Duration
- Instant
- Effect
- 2d6
- Type
- Psychic / Social
- Save
- CHA

Open with a practiced introduction, compliment, credential, or shared interest. One nonhostile creature has advantage on the next check made to interact peacefully with you or an ally.
- Action
- Action
- Use
- At-Will
- Range
- 30 ft.
- Duration
- 10 Minutes
- Effect
- Advantage
- Type
- Persuasion / Support
Tier 2
4
Use reputation, paperwork, charm, or name-dropping to gain access to a mundane public place, minor official, guild office, noble foyer, backstage area, or guarded nonmilitary location.
- Action
- Action
- Use
- At-Will
- Range
- Settlement
- Duration
- 1 Hour
- Effect
- Access
- Type
- Influence / Access

You may use Persuasion instead of Deception when presenting a technically true statement in the most favorable possible way. You also have advantage on checks to appear legitimate in public spaces.
- Action
- Passive
- Use
- At-Will
- Range
- Self
- Duration
- Permanent
- Effect
- Advantage
- Type
- Influence / Reputation

Bolster one ally with visible confidence. The target gains temporary hit points and advantage on the next saving throw against fear, charm, or intimidation before your next turn.
- Action
- Bonus Action
- Use
- At-Will
- Range
- 30 ft.
- Duration
- 1 Round
- Effect
- 2d8 + CHA
- Type
- Temp HP / Support

When an ally fails a Charisma check or draws hostile attention, intercede with a plausible explanation, status claim, or redirected blame. The ally may reroll and use the new result.
- Action
- Reaction
- Use
- At-Will
- Range
- 60 ft.
- Duration
- Instant
- Effect
- Reroll
- Type
- Influence / Cover
Tier 3
4
Mark one creature as exposed, important, protected, or disgraced. Allies have advantage on Persuasion or Intimidation checks involving it, and the first hit against it each round deals extra psychic damage if witnesses are present.
- Action
- Bonus Action
- Use
- At-Will
- Range
- 60 ft.
- Duration
- 1 Minute
- Effect
- 2d6
- Type
- Psychic / Reputation
- Roll
- Attack

Find or create a useful contact in a populated place: clerk, guard, messenger, fixer, performer, servant, merchant, guild member, or minor official. The contact can provide one reasonable local service.
- Action
- 1 Hour
- Use
- At-Will
- Range
- Settlement
- Duration
- Instant
- Effect
- Contact
- Type
- Influence / Network

Shift the mood of a crowd one step toward calm, anger, fear, hope, suspicion, celebration, or cooperation. Hostile leaders may contest with CHA against your power DC.
- Action
- Action
- Use
- At-Will
- Range
- Self (60 ft.)
- Duration
- 10 Minutes
- Effect
- Crowd
- Type
- Influence / Crowd
- Save
- CHA

Appeal to caution and self-interest. Up to three creatures that can understand you make WIS saves. On a failure, they cannot willingly start violence against you or your allies unless harmed first.
- Action
- Action
- Use
- At-Will
- Range
- 60 ft.
- Duration
- 1 Minute
- Effect
- 3 targets
- Type
- Influence / Parley
- Save
- WIS
Tier 4
4
You have advantage on Persuasion checks when speaking openly to a group, court, crew, squad, guild, congregation, or faction that recognizes your role, credentials, or confidence.
- Action
- Passive
- Use
- At-Will
- Range
- Self
- Duration
- Permanent
- Effect
- Advantage
- Type
- Influence / Presence

Challenge one creature under social, legal, martial, or ceremonial pressure. It makes a CHA save. On a failure, it has disadvantage on attacks against creatures other than you while it can see or hear you.
- Action
- Action
- Use
- At-Will
- Range
- 60 ft.
- Duration
- 1 Minute
- Effect
- Challenge
- Type
- Influence / Duel
- Save
- CHA

When you or an ally within range takes psychic damage, fails a social save, or is publicly accused, reduce the damage or add your CHA modifier to the failed roll, potentially turning it into a success.
- Action
- Reaction
- Use
- At-Will
- Range
- 60 ft.
- Duration
- Instant
- Effect
- 3d10 + CHA
- Type
- Reduction / Reputation

Acquire reasonable mundane resources through credit, favors, rank, donations, or negotiation: mounts, transport, tools, local guides, hirelings, legal papers, or temporary shelter.
- Action
- 1 Hour
- Use
- At-Will
- Range
- Settlement
- Duration
- Instant
- Effect
- Resources
- Type
- Influence / Logistics
Tier 5
4
Reveal, imply, or fabricate enough leverage to unsettle one creature that understands you. It makes a CHA save or is frightened of social consequences and cannot benefit from advantage on Charisma checks for the duration.
- Action
- Action
- Use
- At-Will
- Range
- 60 ft.
- Duration
- 1 Hour
- Effect
- Leverage
- Type
- Influence / Coercion
- Save
- CHA

Chosen allies in the emanation gain temporary hit points and advantage on saves against fear, charm, and intimidation while they can see or hear you.
- Action
- Bonus Action
- Use
- At-Will
- Range
- Self (30 ft.)
- Duration
- 1 Minute
- Effect
- 3d8 + CHA
- Type
- Temp HP / Rally

Choose one faction, institution, guild, court, church, company, criminal network, academy, or military structure after a long rest. You know its basic etiquette and may seek minor aid without immediate suspicion.
- Action
- Passive
- Use
- At-Will
- Range
- Self
- Duration
- Permanent
- Effect
- Standing
- Type
- Influence / Faction

When combat would begin or a creature within range would attack, demand a pause. The creature makes a WIS save. On a failure, it cannot attack until your next turn unless it is attacked first.
- Action
- Reaction
- Use
- At-Will
- Range
- 60 ft.
- Duration
- 1 Round
- Effect
- Pause
- Type
- Influence / Parley
- Save
- WIS
Tier 6
4
Publicly identify a flaw, fear, scandal, tactical gap, or contradiction. The next attack or contested check made against the target before your next turn has advantage and deals extra psychic damage on a hit.
- Action
- Bonus Action
- Use
- At-Will
- Range
- 120 ft.
- Duration
- 1 Round
- Effect
- 4d8
- Type
- Psychic / Opening
- Roll
- Attack

Recall or discover how a local institution handles procedure, authority, bribes, appeals, records, warrants, licenses, lineage, debts, or punishments. Gain advantage on one related check.
- Action
- 10 Minutes
- Use
- At-Will
- Range
- Settlement
- Duration
- Instant
- Effect
- Advantage
- Type
- Influence / Institution

When danger escalates, direct allies to withdraw. Chosen allies may move up to half speed without provoking opportunity attacks from creatures that can hear you and understand your command.
- Action
- Reaction
- Use
- At-Will
- Range
- Self (60 ft.)
- Duration
- Instant
- Effect
- Half speed
- Type
- Influence / Command

Address witnesses, bystanders, or undecided participants. Chosen nonhostile creatures in range shift one step toward your interpretation of recent events unless a leader contests with CHA.
- Action
- Action
- Use
- At-Will
- Range
- Self (60 ft.)
- Duration
- 10 Minutes
- Effect
- Witnesses
- Type
- Influence / Crowd
- Save
- CHA
Tier 7
4
Call in a significant favor: safehouse, legal intervention, armed escort, rare information, temporary troops, emergency transport, or access to a powerful local figure. The GM may attach a future obligation.
- Action
- 1 Hour
- Use
- At-Will
- Range
- Settlement
- Duration
- Instant
- Effect
- Major favor
- Type
- Influence / Contacts

Condemn one creature before witnesses or allies. It makes a CHA save. On a failure, it takes psychic damage and cannot benefit from ally-granted advantage or temporary hit points for the duration.
- Action
- Action
- Use
- At-Will
- Range
- 120 ft.
- Duration
- 1 Minute
- Effect
- 6d8
- Type
- Psychic / Condemnation
- Save
- CHA

You cannot be frightened by creatures of lower tier while you can speak. When you succeed on a save against fear, charm, or intimidation, one ally who can hear you gains the same bonus result if applicable.
- Action
- Passive
- Use
- At-Will
- Range
- Self
- Duration
- Permanent
- Effect
- Authority
- Type
- Influence / Resolve

Issue a clear battlefield command. Chosen allies in the emanation may immediately move 10 ft. and gain advantage on their next attack, check, or save that follows your stated plan.
- Action
- Action
- Use
- At-Will
- Range
- Self (60 ft.)
- Duration
- 1 Minute
- Effect
- 10 ft.
- Type
- Influence / Command
- Roll
- Attack
Tier 8
4
Hostile creatures of your choice in the emanation that can hear you make WIS saves. On failure, they are frightened of defeat, cannot take reactions, and subtract 1d4 from attack rolls while outnumbered or bloodied.
- Action
- Action
- Use
- At-Will
- Range
- Self (60 ft.)
- Duration
- 1 Minute
- Effect
- 1d4 penalty
- Type
- Psychic / Morale
- Save
- WIS

Your contacts communicate quickly. In any populated region where you have spent at least one day, you can send messages, gather public rumors, locate services, and find safe meeting points without a roll.
- Action
- Passive
- Use
- At-Will
- Range
- Self
- Duration
- Permanent
- Effect
- Network
- Type
- Influence / Contacts

When you would be arrested, executed, exiled, publicly ruined, or denied access by a mundane authority, invoke reputation or obligation. The action is delayed long enough for one negotiation, escape, or appeal.
- Action
- Reaction
- Use
- At-Will
- Range
- Self
- Duration
- Instant
- Effect
- Delay
- Type
- Influence / Status

Address a formal group, court, council, jury, mob, crew, congregation, or assembly. The group’s prevailing mood shifts toward your chosen outcome unless opposed by a leader’s CHA save.
- Action
- Action
- Use
- At-Will
- Range
- Self (120 ft.)
- Duration
- 10 Minutes
- Effect
- Assembly
- Type
- Influence / Crowd
- Save
- CHA
Tier 9
4
Your influence reaches across factions. You may maintain three active faction standings at once, and when you enter a settlement, you know which institution is most useful and most dangerous to you.
- Action
- Passive
- Use
- At-Will
- Range
- Self
- Duration
- Permanent
- Effect
- 3 factions
- Type
- Influence / Network

Force a social reckoning against one creature, faction, or institution. Through witnesses, law, rumor, debt, or public pressure, compel an answer, negotiation, apology, duel, payment, exile, or formal hearing.
- Action
- Action
- Use
- 1/Long Rest
- Range
- Settlement
- Duration
- 1 Hour
- Effect
- Reckoning
- Type
- Influence / Judgment
- Save
- CHA

Rally allies and destabilize enemies. Chosen allies gain temporary hit points, advantage on saves, and extra damage on their first hit each round. Hostile creatures that fail WIS saves lose reactions.
- Action
- Action
- Use
- 1/Long Rest
- Range
- Self (120 ft.)
- Duration
- 1 Minute
- Effect
- 20 temp / 2d8
- Type
- Rally / Morale
- Roll
- Attack
- Save
- WIS

For the duration, you and chosen allies can pass through most mundane social barriers: gates, front desks, guard posts, noble courts, guild halls, checkpoints, and public institutions unless directly opposed by a major authority.
- Action
- Action
- Use
- At-Will
- Range
- Settlement
- Duration
- 1 Hour
- Effect
- Access
- Type
- Influence / Status
Tier 10
4
Back, legitimize, discredit, elevate, or ruin a leader, claimant, faction, law, treaty, or office through social machinery. The GM sets the required leverage and likely consequences.
- Action
- 1 Hour
- Use
- 1/Long Rest
- Range
- Settlement
- Duration
- Until Changed
- Effect
- Political shift
- Type
- Influence / Institution
- Save
- CHA

Your reputation becomes mythic. Ordinary people have heard some version of your name, title, faction, scandal, or deeds, and hesitate before openly opposing you without orders or strong cause.
- Action
- Passive
- Use
- At-Will
- Range
- Self
- Duration
- Permanent
- Effect
- Legend
- Type
- Influence / Reputation

Declare a mythic act of influence tied to a kingdom, war, trial, scandal, revolution, treaty, house, church, guild, crowd, or impossible negotiation. It can be opposed only by Tier 10 influence, divine intervention, artifact protection, or a story condition.
- Action
- Action
- Use
- 1/Ever
- Range
- 1 Mile
- Duration
- Until Resolved
- Effect
- Unique
- Type
- Influence / Story
- Roll
- Varies
- Save
- Varies

Address a city, army, faction, court, guild, or mass of people. Shift its immediate course toward peace, revolt, courage, surrender, search, celebration, evacuation, or judgment unless opposed by equal authority.
- Action
- Action
- Use
- 1/Long Rest
- Range
- 1 Mile
- Duration
- 24 Hours
- Effect
- Mass command
- Type
- Influence / Crowd
- Save
- CHA
