When your character gets angry, bane or the boon after Wisdom Save DC 11.
Tactical Anger. On success, advantage on attack rolls during your turn, available again at the end of your next turn. Active for 5 rounds.
Blind with Rage. On a fail, disadvantage on Charisma, Insight, and Investigation.
You have advantage on attack rolls for the next 5 turns.
You cannot be frightened, however, you also cannot disengage.
You cannot move away from the target that has angered you.
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