Moment of Clarity

Requires: Hermit, Oracle, Priest, Spirit Caller, or Witch background.
Time Required: Free Action.
Trigger: Your turn starts.

Attempts to influence your mind can succeed, but you often can throw them off more easily. At the start of your turn, you may make a saving throw to overcome the Charmed, Confused, Dominated, Frightened or Stunned conditions. You can only attempt to overcome one condition with this ability. If you succeed, the condition is removed at the start of your turn, and does not affect you this turn.