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  • Increase your Constitution score by 1, up to a maximum of 20.
  • Gain proficiency in Charisma (Intimidation) checks if you do not have it already. 
  • You gain the following maneuvers:

Taunt. As a bonus action, you may goad an enemy into targeting you instead of an ally. Make a Charisma (Intimidation) check with a DC of twice the CR of the target. If you succeed in your check, the target becomes hostile to you if they are not already and has disadvantage with attacks targeting a character other than you. If you succeed by 5 or more, the target must do something hostile toward you until your next turn.

Mass Taunt. As a bonus action, you may draw enemy attention away from your allies. Choose up to 6 creatures that can see or hear you. Make a Charisma (Intimidation) check with a DC of twice the median CR of the chosen targets. If you succeed in your check, the targets become hostile to you if they are not already and have disadvantage with attacks targeting a character other than you. If you succeed by 5 or more, the target must do something hostile toward you until your next turn. Once you use this ability, you can't do so again until you take a short or long rest.

I Need Healing! As a bonus action, you may call to an ally for aid. Choose one target that can see or hear you. On its turn, any dice rolled to heal you will be treated as if they have rolled their maximum. Once you use this ability, you can't do so again until you take a short or long rest.

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