Aspect Codex

Influence

Influence is an imported aspect from the Jericha Aspect Data sheet. Its full lore and named powers can be expanded here as the canon text is added.

InfluenceNon-spellcastingChargesPersuasion

What This Aspect Does

Influence defines a character's supernatural focus, training profile, resource model, and power family. This page is structured so each separate power can become its own linked entry instead of being buried inside a character sheet.

Power Links

42 separate powersReusable by characters, items, curses, and locations
Tier 0PassiveAt-Will

Social Leverage

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.

Tier 0ActionAt-Will

Read the Room

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.

Tier 1ActionAt-Will

Helpful Introduction

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.

Tier 1Bonus ActionAt-Will

Command Attention

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.

Tier 1ActionAt-Will

Cutting Remark

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.

Tier 110 MinutesAt-Will

Call in a Small Favor

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.

Tier 2PassiveAt-Will

Public Confidence

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.

Tier 2Bonus ActionAt-Will

Rally Nerve

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.

Tier 2ReactionAt-Will

Social Cover

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.

Tier 2ActionAt-Will

Open Doors

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.

Tier 3ActionAt-Will

Voice of Reason

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.

Tier 3Bonus ActionAt-Will

Marked by Reputation

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.

Tier 3ActionAt-Will

Stir the Crowd

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.

Tier 31 HourAt-Will

Reliable Contact

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.

Tier 4ActionAt-Will

Formal Challenge

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.

Tier 4PassiveAt-Will

Commanding Presence

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.

Tier 4ReactionAt-Will

Reputation Shield

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.

Tier 41 HourAt-Will

Secure Resources

Acquire reasonable mundane resources through credit, favors, rank, donations, or negotiation: mounts, transport, tools, local guides, hirelings, legal papers, or temporary shelter.

Tier 5ReactionAt-Will

Negotiated Pause

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.

Tier 5Bonus ActionAt-Will

Bolster the Line

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.

Tier 5ActionAt-Will

Blackmail Ledger

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.

Tier 5PassiveAt-Will

Faction Standing

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.

Tier 6ActionAt-Will

Turn Witnesses

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.

Tier 6ReactionAt-Will

Orderly Withdrawal

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.

Tier 6Bonus ActionAt-Will

Expose Weakness

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.

Tier 610 MinutesAt-Will

Institutional Memory

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.

Tier 7ActionAt-Will

Voice of Command

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.

Tier 7ActionAt-Will

Public Condemnation

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.

Tier 71 HourAt-Will

Call in a Major Favor

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.

Tier 7PassiveAt-Will

Unshaken Authority

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.

Tier 8ActionAt-Will

Sway the Chamber

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.

Tier 8PassiveAt-Will

Command Network

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.

Tier 8ActionAt-Will

Break Morale

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.

Tier 8ReactionAt-Will

Protected Name

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.

Tier 9PassiveAt-Will

Power Broker

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.

Tier 9Action1/Long Rest

Turn the Tide

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.

Tier 9Action1/Long Rest

Trial by Reputation

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.

Tier 9ActionAt-Will

Unquestioned Access

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.

Tier 10PassiveAt-Will

Living Legend

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.

Tier 10Action1/Long Rest

Voice of a Nation

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.

Tier 101 Hour1/Long Rest

Kingmaker

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.

Tier 10Action1/Ever

The Word That Moves Kingdoms

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.

Characters With This Aspect

No character is linked to this aspect yet.