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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.
 

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.
   

Follower Stages

Obligatory Follower

The Follower is considering leaving the company/service of the player character - Will only fight to defend itself and will sometimes disobey orders.  

Companion

Default Follower Stage - No Effects.  

Leader

The Follower respects the player character and considers them a leader worth dying for - Gains a Special Feature.  

Friend

The Follower now considers the player character a friend, no longer someone who the follower is obliged to follow, but wishes to help them - Learns a Feat.  

Trusted Friend

The follower now considers the player character a close, personal friend. There is not much that the follower would not be willing to do for the player character - Learns an additional feat.  

Family

The Follower now considers the player character as a member of their family. They might become married, or consider them as their brother/sister in all but name - Can attune to a magic item

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