You have become a master at charming, entertaining, frightening, or deceiving others. You gain the following benefits:
- Your Charisma score increases by 1, to a maximum of 20.
- Whenever you roll a 1 on a Charisma ability check or Charisma saving throw, you can reroll the die. You must use the new result, even if it is a 1.
- Whenever you make a Charisma ability check, you can add 1d4 to the roll. You may choose to do this after seeing the result of the roll, but before learning if it succeeds or fails. You may do this a number of times equal to your proficiency bonus, after which you must complete a short or long rest to do so again.
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