You gain the following benefits.
Cultist. You learn one language that is associated with the cult. In addition to this language you also know the common code phrases, salutes, and symbols. When you make a Charisma skill check against a member of the cult, you can use this knowledge to give yourself advantage.
Distracting. As a bonus action you can attempt to help an ally or hinder an enemy by distracting them. To do so you must make a Charisma (Deception, Performance, or Persuasion) against an creature within 30 ft. that speaks a language you speak and does not have the deafened condition. The DC is equal to the creatures passive Insight. If you succeed you choose one of the following:
- The next attack roll against that creature has advantage.
- The next attack roll that creature makes has disadvantage.
- The next saving throw that creature makes has disadvantage.
The chosen effect lasts until it is used or until the start of your next turn, which ever comes first. You can use this bonus action a number of times equal to your proficiency bonus and regain all expended uses after completing a Long Rest.
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