Follower Loyalty
When a character interacts with a suitable creature they can attempt to recruit that creature through their role-play actions. This includes, but is not limited to NPC citizens, intelligent and not intelligent beasts and spirits.
Loyalty presents itself both in the way in which the follower acts towards the player character, and in some special abilities the follower gains as the bond between the player character and their follower strengthens.
Increasing/Decreasing Loyalty
At the end of a long rest once per 7 days, the player makes a CHA (Intimidation), CHA (Persuasion), WIS (Animal Handling), INT (Arcana) or WIS (Religion) check DC:10. However, with each role played action, the DC will be raised or lowered accordingly. If the player chooses to role-play a deception, they can role a DC:10 CHA (Deception) (DC can be altered in accordance with role-play) to gain advantage on the Persuasion/Intimidation check. If the deception roll fails by 5 or more, the player has disadvantage instead.Loyalty presents itself both in the way in which the follower acts towards the player character, and in some special abilities the follower gains as the bond between the player character and their follower strengthens.
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