Prerequisite: Requires a Charisma score of 13 or higher
Your time figuring out how people work has bolstered your persuasive charms, enabling you to easily convince people to believe you and what you tell them.
Increase your Charisma score by 1, to a maximum of 20.
You gain proficiency in Deception and Persuasion.
You have Charm Points equal to your Charisma modifier +1 (minimum 1). You can expend a Charm Point to add 1d6 to any Charisma (Persuasion) or Charisma (Deception) roll you make. You recover all points at the end of a long rest.
You have access to the Charm Person spell, which you cast at level 1 once per long rest.
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