Your skills as a quarterback are enhanced in battle, giving you the ability to direct your allies and push for victory. You gain expertise on persuasion checks, gain the language Callspeech and can perform the following actions:
Blue 42. You shout commands in Callspeech to friendly creatures that you can see and can hear you. Until the end of your next turn, creatures targeted in this way, roll a d6 and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the die, but must decide before the DM says whether the roll succeeds or fails. Once the die is rolled, it is lost. A creature can only be targeted in this once in a round. You may use this ability a number of times equal to your proficiency bonus and Charisma modifier and regain uses on a long rest.
Furious Charge. You may use your movement to deal additional damage to a target. You may, as part of an Attack Action, declare an attack against a target you can see that is within your movement, taking into account any difficult terrain, and make a melee weapon attack. For every 5 feet of movement used to move toward the target, you may add 1d4 bludgeoning damage to the target if they fail a Strength or Dexterity saving throw (DC 8 + your proficiency bonus + your Strength modifier) or half as much on a successful save. At 10th level, this damage increases to 1d6 per five feet. This damage is nonmagical. You may use this ability a number of times equal to your proficiency bonus and Charisma modifier and regain uses on a long rest.
Hard Pass. Your skill at throwing a ball is unparalleled. You may throw a non-weapon projectile not larger than a standard football at a target up to 150 ft. If you do, that target must make a Dexterity saving throw (DC 8 + Chrisma modifier + Athletics skill) or take damage equal to an Unarmed Strike, or half as much on a successful save. Additionally, you have advantage on any check that requires you to throw an object up to 150 ft and the target of the throw has advantage on any check to catch it.
Read the Defense. As a bonus action, you make a Wisdom (Insight) check against a creature you can see that isn't incapacitated, contested by the target's Charisma (Deception) check. If you succeed, you can gain advantage on your or your ally's next attack against that target. You may use this ability a number of times equal to your proficiency bonus and Charisma modifier and regain uses on a long rest.
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