Your Charisma ability score increases by 3.
Your Deception and Persuasion skills increase by 3.
You ignore disadvantage on Deception or Persuasion checks.
You get proficiency in deception and Persuasion. If you were already proficient, your proficiency modifier is doubled for deception and Persuasion.
You gain expertise in the Deception and Persuasion skills, if you don't already have it.
When attempting to sell an item to a shopkeeper, you can make a Deception check (DC set by the DM based on the value of the item). If you succeed, you can sell the item for 1.5 times its normal value. However, if the shopkeeper later discovers the item has no magical properties, they may send guards after you or spread word of your deception in the local area.
You can also attempt to scam NPCs (other than shopkeepers) by making a Deception check. The DC is set by the DM based on the target's insight and intelligence. If you succeed, you can convince the target to do something for you (such as giving you a valuable item or letting you into a guarded area) that they wouldn't normally do. However, if they later discover your deception, they may become hostile towards you.
Whenever the charmed condition ends on a creature you charmed with one of your spells or abilities, you can make a Charisma (Persuasion) check, contested by their Wisdom (Insight) check, they have advantage on the roll. If you exceed their result, they do not think they were charmed by you.
You gain advantage to wisdom checks involved in spells like Zone of Truth.
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