Logos
Prerequisite: Expression of Belief feat, proficient in Persuasion and Religion, character level 7th, must have convinced an enemy to surrender without fighting
Features
Hit Dice: 1d8 per logos level.
Hit Points: 1d8 (or 5) + your Constitution modifier per logos level.
Fiat (1st level). If opinion can be swayed by rhetoric, so too can behavior. You can impose this certainty upon the world by fiat. As an action you can state what a creature you can see will do on its next turn. This command must be equivalent to the one-word commands listed in the command spell—approach, drop, flee, grovel, halt, or something similar—though you state it as a declaration rather than an order, such as, “The red-haired brigand cast his weapons to the ground.”
If the creature fails a Wisdom saving throw (DC 8 + your proficiency modifier + your Intelligence, Wisdom, or Charisma modifier) it acts as you stated on its next turn if possible, taking no other actions or movement. This feature has no effect if your command is directly harmful to the target, but it can put it in a dangerous situation (standing beneath a teetering boulder, or running past foes and provoking opportunity attacks). This feature does not require the target to understand you, and it can affect undead targets normally. You can use this power at will, but after you use it on a given creature, you cannot use it on the same creature until you finish a long rest .
Pathos of the Inanimate (1st level). People can disagree with an argument, but inanimate objects have no power to resist your words. You can manipulate unattended objects by speech alone, causing furniture to move, trees to crack, locks and doors to open or close, and even guns to fire on their own, simply by stating it occurs.
As an action, you can move objects filling up to a 10-ft. square within 30 feet, objects as large as a person as a bonus action, and handheld items without spending an action. You can only manifest something that might happen to the object naturally in time, or that a person could cause the object to do, so you cannot make a tree float, but you could fling a butcher knife or have a wagon roll down the street at a walking pace. If you use this power in a way that might damage a creature, it will typically deal no more than 1d10 damage, with a Dexterity save (DC 8 + your proficiency modifier + your Intelligence, Wisdom, or Charisma modifier) to negate.
This cannot affect objects that have been given a name, since doing so imbues them with a fragment of willpower.
Make It So (2nd level). By framing luck and chance as an argument between possible futures, you can sometimes choose which argument is more convincing. As an action, choose a creature you can see and declare whether its next attack will hit or miss. The next time that creature makes an attack, it either hits or misses as you declared. This effect wears off if the creature takes a short or long rest . You can use this power at will, but after you use it on a given creature, you cannot use it on the same creature until you finish a long rest. If the creature has multiple attacks, you can choose a specific attack you wish to affect, such as, “The manticore’s bite shall miss.”
Ethos of the Unwilling (2nd level). As a student of behavior and rhetoric, you know that if someone agrees to a small concession, they develop a small measure of trust. Even if they are not conscious of it, it becomes easier for you to get them to agree with you. Whenever you hit a creature with an attack or a creature fails a save against an effect you created, that creature takes a –2 penalty to its first attack roll on its next turn, and the DC of the first saving throw it makes a creature roll next turn is likewise reduced by 2.
Inexplicable Narration (3rd level). Until one sees a place, that location could contain anything. You just need to convince it to be what you want.
As an action you may choose an area that you are unaware of the details of, no more than 20 feet across, and describe that area. If any creature enters that area within the next five minutes, it will match the description until you finish a long rest . The logos can declare mundane objects or minor elements of terrain, but cannot use this power to cause damage, create creatures, or create magical effects or objects of any noteworthy value.
Simple changes are almost always possible (e.g., the doors down that short hallway are unlocked, and the lever to deactivate any filled with weapons). At the Narrator’s discretion, however, more drastic declarations may cause the ability to simply fail (e.g., the hold of this ship is filled with lava; or a note explaining the villain’s plans just happens to be sitting on a table waiting for us).
After you use this power you cannot use it again until you finish a long rest.
Undeniable Truth (3rd level). When a creature fails a save against your Fiat feature, you may choose to state a more involved or long-lasting task. If the creature fails another Wisdom save (DC 8 + your proficiency modifier + your Intelligence, Wisdom, or Charisma modifier), it follows your direction as it would the suggestion spell, except this feature does not require the creature to understand you.