> [!warning] > This page is a work in progress. Information on this page is subject to change. # Soul Weaver *Version 0.6* | **Class Overview** | | | ------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | **Primary Ability** | [[Constitution]] | | **Hit Point Die** | D6 per Soul Weaver level | | **Save Proficiencies** | - [[Constitution]]<br>- [[Charisma]] | | **Skill Proficiencies**<br>_(Choose two)_ | - [[Arcana]]<br>- [[Insight]]<br>- [[Medicine]]<br>- [[Perception]]<br>- [[Religion]]<br>- [[Survival]] | | **Weapons<br>Proficiencies** | - [[Equipment#simple weapons\|Simple Weapons]] | | **Armor<br>Proficiencies** | - [[Equipment#Armor\|Light armor]]<br>- [[Equipment#Armor\|Might Armor]]<br>- [[Shield\|Shields]] | | **Tool <br>Proficiencies** | - [[Weaver's Tools]] | | **Starting <br>Equipment** | - 1 [[Quarterstaff]] <br>- 2 [[Equipment#simple weapons\|Simple Weapons]] or 1 [[Crossbow Light\|Light Crossbow]] and 20 [[Crossbow Bolts]]<br>- [[Equipment#Armor\|Light Armor]]<br>- 1 [[Diplomat's Pack]]<br>- 1 set of [[Weaver's Tools]]<br>- 15 🅖 | | **Subclasses**<br>*(Soul Weaving Legions)* | - [[#Legion of Annihilation]]<br>- [[#Legion of Manipulation]]<br>- [[#Legion of Mending]]<br>- [[#Legion of Warding]] | ## Class Features | **Level** | **Features** | **Soul Die<br>Value** | **Soul Link<br>Count** | **Proficiency <br>Bonus** | | --------- | ------------------------------------------------------------------ | --------------------- | ---------------------- | -------------------------- | | 1st | [[#Soul Burn]], [[#Spellcasting]] | 1d4 | 3 | +2 | | 2nd | [[#Extract Essence]], [[#Studied Soul]] | 1d4 | 3 | +2 | | 3rd | [[#Soul Link]], [[#Subclass: Soul Weaving Legion]] | 1d4 | 3 | +2 | | 4th | [[#Ability Score Improvement]] | 1d4 | 3 | +2 | | 5th | [[#Subclasses – Soul Weaver Legions\|Soul Weaving Legion Feature]] | 1d4 | 4 | +3 | | 6th | [[#Spiritual Rejuvenation]] | 1d6 | 4 | +3 | | 7th | [[#Soul Link Enhancement]] | 1d6 | 5 | +3 | | 8th | [[#Ability Score Improvement]] | 1d6 | 5 | +3 | | 9th | [[#Subclasses – Soul Weaver Legions\|Soul Weaving Legion Feature]] | 1d6 | 6 | +4 | | 10th | [[#Soul Savant]] | 1d6 | 6 | +4 | | 11th | [[#Extract Arcana]] | 1d8 | 6 | +4 | | 12th | [[#Ability Score Improvement]] | 1d8 | 6 | +4 | | 13th | [[#Subclasses – Soul Weaver Legions\|Soul Weaving Legion Feature]] | 1d8 | 7 | +5 | | 14th | — | 1d8 | 7 | +5 | | 15th | [[#Soul Link Mastery]] | 1d8 | 8 | +5 | | 16th | — | 1d10 | 8 | +5 | | 17th | [[#Subclasses – Soul Weaver Legions\|Soul Weaving Legion Feature]] | 1d10 | 9 | +6 | | 18th | [[#Spiritual Awakening]] | 1d10 | 9 | +6 | | 19th | — | 1d10 | 9 | +6 | | 20th | [[#Boundless Soul]] | 1d10 | 10 | +6 | ### Level 1 #### Soul Burn > You can burn away a fragment of your own soul to empower your actions or those of an ally. You gain Soul Dice, which start as d4s and grow in power as you gain levels in this class, as shown in the Soul Die Value column of the Class Features table. > > As a reaction, before you or a creature you can see learns the outcome of a d20 roll, you can roll a number of your Soul Dice and add the total to that roll. You then take force damage equal to a number of d6s equal to the Soul Dice spent. This damage can't be reduced in any way. > > You can spend a number of Soul Dice equal to your Proficiency Bonus between long rests. #### Spellcasting > You have learned to cast spells by channeling the magical energy that flows in and around living creatures. To onlookers, you don't cast spells in any conventional sense—you weave the energy radiating from living beings. > > ***Ready to Weave.*** You produce your spell effects through [[Weaver's Tools]], which serve as your spellcasting focus. You must have your tools in hand and be proficient with them to cast a soul weaver spell that has a material component. > > ***Cantrips.*** At 1st level, you know two cantrips of your choice from the [[soul weaver spell list]]. You learn additional cantrips as shown in the Cantrips Known column of the Spellcasting table. Whenever you gain a level in this class, you can replace one cantrip you know with another from the list. > > ***Preparing and Casting Spells.*** The Spellcasting table shows how many spell slots you have. To cast a soul weaver spell of 1st level or higher, you expend a slot of the spell's level or higher; you regain all expended slots on finishing a long rest. > > You prepare a list of soul weaver spells that are available for you to cast, choosing from the soul weaver spell list. The number of spells you can prepare equals your Constitution modifier + half your soul weaver level (rounded down, minimum of one). The spells must be of a level you have slots for. You can change your list when you finish a long rest, spending at least 1 minute per spell level for each spell you add. > > ***Spellcasting Ability.*** Constitution is your spellcasting ability for your soul weaver spells. > > **Spell save DC** = 8 + your Proficiency Bonus + your Constitution modifier > **Spell attack modifier** = your Proficiency Bonus + your Constitution modifier > > ***Ritual Casting.*** You can cast a soul weaver spell as a ritual if it has the ritual tag and you have it prepared. > > ***Sacrificial Casting.*** Whenever you cast a soul weaver spell of 1st level or higher, you take force damage afterward equal to a number of d6s equal to the spell's level. This damage can't be reduced in any way and doesn't affect your concentration. | Level | Cantrips | 1st | 2nd | 3rd | 4th | 5th | | ----- | -------- | --- | --- | --- | --- | --- | | 1st | 2 | 2 | — | — | — | — | | 2nd | 2 | 2 | — | — | — | — | | 3rd | 2 | 3 | — | — | — | — | | 4th | 2 | 3 | — | — | — | — | | 5th | 2 | 4 | 2 | — | — | — | | 6th | 2 | 4 | 2 | — | — | — | | 7th | 2 | 4 | 3 | — | — | — | | 8th | 2 | 4 | 3 | — | — | — | | 9th | 2 | 4 | 3 | 2 | — | — | | 10th | 3 | 4 | 3 | 2 | — | — | | 11th | 3 | 4 | 3 | 3 | — | — | | 12th | 3 | 4 | 3 | 3 | — | — | | 13th | 3 | 4 | 3 | 3 | 1 | — | | 14th | 4 | 4 | 3 | 3 | 1 | — | | 15th | 4 | 4 | 3 | 3 | 2 | — | | 16th | 4 | 4 | 3 | 3 | 2 | — | | 17th | 4 | 4 | 3 | 3 | 3 | 1 | | 18th | 4 | 4 | 3 | 3 | 3 | 1 | | 19th | 4 | 4 | 3 | 3 | 3 | 2 | | 20th | 4 | 4 | 3 | 3 | 3 | 2 | --- ### Level 2 #### Extract Essence > You can meditate for 1 hour with one hand on a creature's forehead and the other on its chest to draw out the essence of what makes it capable in its class. Doing so deals 2d6 force damage to you, which can't be reduced in any way; if this damage renders you [[Unconscious]], the feature fails and can't be attempted again until you finish a long rest. > > On a success, you gain one class feature of your choice from the lists below until you finish a long rest or choose to shed it. The feature functions as if you were 2nd level in the chosen class, but you use your own ability scores to power it. > > If you try to extract essence from an unwilling creature, it can attempt a Charisma saving throw against your spell save DC to resist (with advantage if it is or would be hostile to you). On a success, the creature is immune to this feature for 24 hours. > > - **Essence of Artificer.** Infuse Item, Magical Tinkering, or Spellcasting > - **Essence of Barbarian.** Danger Sense, Rage, Reckless Attack, or Unarmored Defense > - **Essence of Bard.** Bardic Inspiration, Jack of All Trades, Song of Rest, or Spellcasting > - **Essence of Blood Hunter.** Blood Maledict, Hunter's Bane, Crimson Rite, Fighting Style > - **Essence of Cleric.** Channel Divinity, or Spellcasting > - **Essence of Druid.** Druidic, Spellcasting, or Wild Shape > - **Essence of Fighter.** Action Surge, Fighting Style, or Second Wind > - **Essence of Monk.** Ki, Martial Arts, Unarmored Defense, or Unarmored Movement > - **Essence of Paladin.** Divine Sense, Divine Smite, Fighting Style, Lay on Hands, or Spellcasting > - **Essence of Ranger.** Favored Enemy, Fighting Style, Natural Explorer, or Spellcasting > - **Essence of Rogue.** Cunning Action, Expertise, Sneak Attack, or Thieves' Cant > - **Essence of Shaman.** Ancient Mantras, Spellcasting, Out of Body > - **Essence of Sorcerer.** Spellcasting, Font of Magic > - **Essence of Warlock.** Eldritch Invocations, or Spellcasting > - **Essence of Wizard.** Arcane Recovery, or Spellcasting > [!Info]- Optional Class Features > Any optional class feature up to 2nd level that empowers one of the features above applies if it benefits the creature you extracted from. For example, extracting Bardic Inspiration from a bard who has Magical Inspiration grants you that benefit too, and the same applies to a cleric's Channel Divinity paired with Harness Divine Power. > [!Info]- Spellcasting > Extracting Spellcasting grants access to that class's spell list. You learn one cantrip from the class's spell list for the duration of the extraction in addition to the Soul Weaver cantrips you already know. You may reselect your spells for the duration of this ability but lose access to them once the extraction ends or once you perform a new extraction. Your spellcasting ability modifier, spell save DC, and slots remain your own, and you still take Sacrificial Casting damage as described in [[#Spellcasting]]. > [!Info]- Channel Divinity and Eldritch Invocations > You gain only what the source creature has access to through their 1st or 2nd level feature. For example, extracting Channel Divinity from a Life Domain cleric grants Turn Undead and Preserve Life, but not Blessed Healer. Extracting Eldritch Invocations from a warlock grants only the invocations selected by the warlock you are extracting them from. #### Studied Soul > As an action, you can examine a creature you can see within 60 feet to learn its creature type. You can then expend any number of Soul Dice, learning one of the following for each die spent: > 1. One of the creature's traits > 2. Its condition resistances > 3. Its damage resistances > 4. Its highest ability score > > You take force damage equal to a number of d6s equal to the Soul Dice spent. This damage can't be reduced in any way. --- ### Level 3 #### Soul Link > As an action, you weave threads of lifeforce between soul-bearing creatures within 60 feet that you can see. The link lasts 1 minute, until you lose concentration (as if concentrating on a spell), or until you dismiss it. You can link a number of creatures equal to 1 + your Proficiency Bonus, and you can use this feature a number of times equal to half your Constitution modifier (rounded down, minimum 1) per long rest. > > ***Anchors.*** When you create a Soul Link, designate one linked creature as the anchor. If the anchor moves more than 60 feet from you, the link breaks, reconnecting if the anchor returns to range. As a bonus action, you can designate a new anchor from the remaining linked creatures. > > ***While Soul Linked.*** > - When a linked creature takes damage, the others take half that damage as force damage. > - When a linked creature is healed, the others regain half the hit points healed. > - You can't add creatures to an active link, but you can release creatures from one. > > ***Area of Effect.*** Only single-target effects trigger Soul Link. Area effects—such as a dragon's breath weapon—damage linked creatures normally unless a Soul Weaver feature says otherwise. > > ***Limited to the Living.*** Soul Link has no effect on constructs or undead, unless a subclass feature says otherwise, since such creatures have no soul. #### Subclass: Soul Weaving Legion > You train to use your abilities in one of several disciplines, called legions. You gain the Legion Spells feature and other benefits of your chosen legion at the levels noted in its description. Once you gain a legion spell, it's always prepared and doesn't count against the number of spells you can prepare. > > Choose a legion from the following: > - [[#Legion of Annihilation]] > - [[#Legion of Manipulation]] > - [[#Legion of Mending]] > - [[#Legion of Warding]] --- ### Level 4 #### Ability Score Improvement > When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or two ability scores of your choice by 1. You can't increase an ability score above 20 with this feature. > > Using the optional feats rule, you can forgo this feature to take a [[Codex#Feats|feat]] of your choice instead. --- ### Level 6 #### Spiritual Rejuvenation > As a bonus action, you can expend a spell slot of any level to regain hit points, rolling a number of d6s equal to the slot's level and healing that total. You can use this feature a number of times equal to half your Proficiency Bonus (rounded down) per long rest, regaining all uses on finishing a long rest. --- ### Level 7 #### Soul Link Enhancement > You can add one additional creature to your Soul Link, and its range increases to 90 feet. > > ***Dynamic Link.*** As a reaction, you can use Soul Burn to amplify or diminish the d20 roll of any creature you can see who is actively Soul Linked, taking the Soul Burn damage as normal. --- ### Level 10 #### Soul Savant > The range of your Studied Soul increases to 120 feet. In addition to a creature's type, you can spend Soul Dice to learn any of the following, one per die spent: > 1. Its alignment > 2. One of its traits > 3. Its condition immunities > 4. Its condition resistances > 5. Its damage immunities > 6. Its damage resistances > 7. Its highest ability score > 8. Its lowest ability score --- ### Level 11 #### Extract Arcana > Once per long rest, when you use Extract Essence to extract Spellcasting from a creature, you can choose one 6th-level spell from its spell list and cast it once before you must finish a long rest and re-extract its essence to do so again. Casting this spell deals only 4d6 force damage, instead of the 6d6 you'd normally take from Sacrificial Casting. --- ### Level 15 #### Soul Link Mastery > You can add one additional creature to your Soul Link, and its range increases to 120 feet. > > ***Lasting Link.*** You make concentration checks to maintain your Soul Link with advantage. --- ### Level 18 #### Spiritual Awakening > You gain one additional Soul Die you can use per long rest, and once per long rest you can add your Constitution modifier to one Soul Burn roll. --- ### Level 20 #### Boundless Soul > You can choose to be unaffected by opposing soul weaver features and abilities. The damage you take from Soul Burn and Sacrificial Casting drops from 1d6 to 1d4 per die, and your Soul Link can include one additional creature. > > Finally, you become immune to age-altering magic, and any age-modifying effect already affecting you—from a curse, disease, or spell—ends. --- ## Subclasses – Soul Weaver Legions Soul Weavers are sometimes solitary, especially those who hide their abilities from the outside world. Others hone their talents by joining a legion—a philosophical collective that guides its members toward a specialty. Yanis-based legions are typically part of The Soul Chain Society; joining one means becoming part of a battalion dedicated to its purpose. The Battalion serving the Legion of Annihilation, for instance, trains specifically to destroy with Soul Weaver abilities. - [[#Legion of Annihilation]] - [[#Legion of Manipulation]] - [[#Legion of Mending]] - [[#Legion of Warding]] --- ### Legion of Annihilation Those who serve a Legion of Annihilation are cold, calculating killers, often trained from a young age to refine their abilities for maximum damage. This legion's features are tailored for battle. | Soul Weaver Level | Feature | | ------------------ | -------------------------------------------------------------------------------- | | 3rd | [[#Bonus Proficiencies]], [[#Legion of Annihilation Spells]], [[#Martial Soul]] | | 5th | [[#Alchemical Savant]] | | 7th | [[#Soul Breaker]] | | 11th | [[#Soul Reaper]] | | 15th | [[#Chain Reaction]] | #### Bonus Proficiencies > You gain proficiency with martial weapons and heavy armor. #### Legion of Annihilation Spells > You always have certain spells prepared, as shown in the Annihilation Spells table. These spells count as soul weaver spells for you but don't count against the number you prepare. | Soul Weaver Level | Spell | | ------------------ | -------------------------------------------- | | 3rd | [[Crystal Armor]], [[Arcane Shield]] | | 5th | [[Mirror Image]], [[Shatter]] | | 9th | [[Blink]], [[Conjure Barrage]] | | 13th | [[Blight]], [[Psychic Lance]] | | 17th | [[Destructive Wave]], [[Steel Wind Strike]] | #### Martial Soul > As part of your Bonus Proficiencies, you choose a martial or simple weapon to wreathe in soul energy. When you hit a creature linked by your Soul Link with this weapon, you can add your Constitution modifier as force damage, which the target can't reduce in any way; other linked creatures still take half damage as normal. You can use this feature a number of times equal to your Proficiency Bonus per long rest. #### Alchemical Savant > You can attack twice, instead of once, whenever you take the Attack action on your turn. #### Soul Breaker > Once per short rest, you can single out your Soul Link anchor and add twice your Constitution modifier to an attack made against it, converting the attack's damage to force damage regardless of type. The remaining linked creatures take no damage from this attack. If the anchor dies from it, the next-nearest creature in the link takes twice your Constitution modifier as force damage and becomes the new anchor. #### Soul Reaper > If you kill an anchor using Soul Breaker, you can roll a hit die and regain hit points equal to the total plus your Constitution modifier. #### Chain Reaction > When a linked enemy drops to 0 hit points, you deal damage equal to your Constitution modifier + a Soul Die to all remaining linked enemies. --- ### Legion of Manipulation Tugging on the strands that bind creatures' souls can turn the tide of a battle. Soul Weavers who master these techniques often control the battlefield outright; in Yanis-centric campaigns, TSCS calls these operatives marionettes and deploys them to sway negotiations or combat in their favor. | Soul Weaver Level | Feature | | ------------------ | -------------------------------------------- | | 3rd | [[#Bonus Cantrips]], [[#Spirit Shackle]] | | 5th | [[#Puppeteer]] | | 7th | [[#Soul Knot and Slip]] | | 11th | [[#Soulbind]] | | 15th | [[#Hangman's Knot]] | #### Bonus Cantrips > You gain the [[Friends]] cantrip. #### Manipulation Spells > You always have certain spells prepared, as shown in the Manipulation Spells table. These spells count as soul weaver spells for you but don't count against the number you prepare. | Soul Weaver Level | Spell | | ------------------ | -------------------------------------------- | | 3rd | [[Charm Person]], [[Command]] | | 5th | [[Hold Person]], [[Suggestion]] | | 9th | [[Haste]], [[Slow]] | | 13th | [[Charm Monster]], [[Freedom of Movement]] | | 17th | [[Geas]], [[Hold Monster]] | #### Spirit Shackle > When you use your action to Soul Link creatures, you can also cast one of your Legion of Manipulation spells as a bonus action. The spell and your Soul Link share concentration—failing a concentration check ends both. You take Sacrificial Casting damage as normal, which can't be reduced in any way. #### Puppeteer > You gain the following abilities: > > ***Tangle.*** You force the anchor of your Soul Link to make a Constitution saving throw against your spell save DC. On a failure, it becomes [[Prone]], [[Restrained]], or [[Stunned]] (your choice) until the end of your next turn. You must be within a distance equal to 5 times your Proficiency Bonus to use this feature, and you expend a Soul Die and take Soul Burn damage as normal. > > ***Swing.*** You expend a Soul Die and take Soul Burn damage to move a linked ally up to a distance equal to 5 times your Proficiency Bonus. #### Soul Knot and Slip > As a bonus action, you can tie a knot in the soul thread between two linked creatures, pulling them together a combined distance equal to 5 times your Proficiency Bonus, divided between them as you choose. > > At 13th level, you master knot slipping: you can instead swap the positions of any two creatures within that same range. #### Soulbind > As a reaction, you can expend a Soul Die to force a creature to use another Soul Linked creature's modifier of your choice, selecting the swap before the outcome of the triggering roll is known. You take Soul Burn damage as normal. #### Hangman's Knot > Once per long rest, you can pull every creature in your Soul Link a distance equal to 5 times your Proficiency Bonus toward the anchor. If creatures collide, roll 5 damage dice per colliding creature as force damage against the anchor; other linked creatures take half damage as normal. > > You can instead use this feature to gather allies around a linked anchor without dealing damage, in which case each gains temporary hit points equal to your Constitution modifier. > > You can use this feature a number of times equal to half your Constitution modifier (rounded down, minimum 1) per long rest. --- ### Legion of Mending Soul Weavers who join the Legion of Mending seek to heal and protect, using Soul Link to spread healing among allies rather than damage among foes. In Yanis-based legions, they serve The Soul Chain Society as medical officers dedicated to keeping other members ready for battle. | Soul Weaver Level | Feature | | ------------------ | ---------------------------------------------- | | 3rd | [[#Bonus Cantrips]], [[#Spiritual Cleanse]] | | 5th | [[#Restorative Tether]] | | 7th | [[#Protective Surge]] | | 11th | [[#Resilient Ravel]] | | 15th | [[#Lifeline]] | #### Bonus Cantrips > You gain one cantrip of your choice from the cleric spell list: [[Light]], [[Mending]], [[Sacred Flame]], [[Thaumaturgy]], [[Toll the Dead]], or [[Word of Radiance]]. #### Mending Spells > You always have certain spells prepared, as shown in the Mending Spells table. These spells count as soul weaver spells for you but don't count against the number you prepare. | Soul Weaver Level | Spell | | ------------------ | ------------------------------------------- | | 3rd | [[Cure Wounds]], [[Healing Word]] | | 5th | [[Aid]], [[Lesser Restoration]] | | 9th | [[Mass Healing Word]], [[Revivify]] | | 13th | [[Aura of Life]], [[Guardian of Faith]] | | 17th | [[Mass Cure Wounds]], [[Raise Dead]] | #### Spiritual Cleanse > When you heal a creature bound by your Soul Link, you can also choose a linked creature to cure of the [[Blinded]], [[Deafened]], [[Paralyzed]], or [[Poisoned]] condition. You can use this feature a number of times equal to your Constitution modifier (minimum 1) per long rest, taking a Soul Die of force damage each time you do; this damage can't be reduced in any way. #### Restorative Tether > When healing would go to a Soul Linked ally who isn't damaged, you can redirect it to another linked creature instead. You can do so a number of times equal to half your Constitution score (rounded down) per long rest. #### Protective Surge > As a reaction, when a creature Soul Linked to you takes a critical hit, you can force the attacker to reroll the attack, using the new result. > > At 13th level, if the reroll is below 20, the incoming damage is reduced by the difference between the two attack rolls. #### Resilient Ravel > Creatures Soul Linked with you can't have their hit point maximum reduced. You can also choose a number of linked creatures up to half your Proficiency Bonus (rounded up) to gain a +1 bonus to AC. #### Lifeline > As a reaction, when a linked ally drops to 0 hit points, you can restore its hit points by rolling Soul Dice, taking damage as normal; any Soul Dice spent this way are consumed. The creature is revitalized swiftly enough that it suffers none of the effects of falling [[Unconscious]]. --- ### Legion of Warding Soul Weavers who join Legions of Warding specialize in combating the undead and curses. | Soul Weaver Level | Feature | | ------------------ | -------------------------------------- | | 3rd | [[#Warding Spells]], [[#Lifeless Linking]] | | 5th | [[#Repelling Web]] | | 7th | [[#Radiant Burn]] | | 11th | [[#Unyielding Protection]] | | 15th | [[#Occult Augmentation]] | #### Warding Spells > You always have certain spells prepared, as shown in the Warding Spells table. These spells count as soul weaver spells for you but don't count against the number you prepare. | Soul Weaver Level | Spell | | ------------------ | ---------------------------------------------- | | 3rd | [[Ceremony]], [[Sanctuary]] | | 5th | [[Spiritual Weapon]], [[Warding Bond]] | | 9th | [[Glyph of Warding]], [[Spirit Guardians]] | | 13th | [[Death Ward]], [[Resilient Sphere]] | | 17th | [[Antilife Shell]], [[Wall of Force]] | #### Lifeless Linking > Your Soul Link functions on undead creatures, though undead can't benefit from its healing effects. #### Repelling Web > Creatures Soul Linked to you gain advantage on saving throws against curses affecting them and immunity to possession. #### Radiant Burn > You can roll a Soul Die and take Soul Burn damage to change the damage type of any Soul Weaver ability or spell to radiant. #### Unyielding Protection > Creatures Soul Linked to you are under the effect of the [[Protection from Evil and Good]] spell. #### Occult Augmentation > While Soul Linked, you have advantage on death saving throws and can't be turned into an undead creature. > > Additionally, an enemy you Soul Link must succeed on a Wisdom saving throw against your spell save DC or become [[Frightened]] of you. On a success, it's immune to this effect for 24 hours.