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Influence Action

Action: attempt to shift an NPC's Attitude one step via a Charisma check ([[compendium:skill:Persuasion]], [[compendium:skill:Deception]], or [[compendium:skill:Intimidation]]).

Influence [Action]

The Influence action is a new general action that lets a creature attempt to change another creature's Attitude toward it. It is the formal mechanic behind "can I talk them down?" and "can I sway them to our cause?"

Using the action:

  • Cost: 1 action (typically 1 minute of conversation in social scenes; abbreviated in combat at the DM's discretion)
  • Roll: A Charisma-based ability check — usually Persuasion, Deception, or Intimidation depending on the approach. The DM may allow Performance or another skill if the approach calls for it.
  • DC: Set by the DM based on the creature's personality, current Attitude, the request being made, and the approach used. A wide gap (Hostile to Friendly) requires a much higher DC than a one-step shift.
  • Result:
    • Success: the creature's Attitude shifts one step toward the desired end (Hostile → Indifferent, or Indifferent → Friendly)
    • Failure: the Attitude does not shift; depending on the margin and the approach, it may shift one step away (a failed Intimidation often makes things worse)
    • Critical success / critical failure: at the DM's discretion, two-step shifts can occur

Repeating attempts: A creature can typically be the target of one Influence attempt per scene from a given party. Pestering an NPC with repeated checks is not allowed unless the situation materially changes.

Group support: Other party members can use the Help action to grant advantage on an Influence check, representing backing the speaker up.

This work includes material from the System Reference Document 5.2.1 ("SRD 5.2.1") by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.

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