You have honed your skill in taunting your foes, distracting them and causing them to make mistakes. You gain the following abilities:
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Taunt: As a bonus action, you can make a taunt against an opponent in combat. Choose one creature within 30 feet of you that can see and hear you and understands your language. Make a Charisma (Deception) check contested by the target’s Wisdom (Insight) check. If your check exceeds the target’s, the target suffers disadvantage on its attack rolls and has a -1 penalty to AC until the start of your next turn. The target is also more likely to attack you, though it is not compelled to do so.
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Master of Insults: When you successfully taunt a creature, you can choose one additional effect:
- The target cannot take reactions until the start of your next turn.
- The target has disadvantage on its next saving throw before the start of your next turn.
Special: Creatures that are immune to being charmed or frightened are immune to the effects of your taunt.
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