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Mental Haven

Intelligence, Wisdom, or Charisma 13

Your sheer mental capacity flows over, even protecting you from physical harm. Whenever you are forced to make a saving throw, you may choose to alter the type of saving throw you make to either an Intelligence, Wisdom, or Charisma saving throw. For example, you could turn a Dexterity saving throw made to avoid a Fireball into an Intelligence saving throw. Once you use this feature, you may not do so again until after completing a long rest.


Created by

That.One.Guy.

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