Prerequisite: Charisma 13 or higher. Requires a Charisma score of 13 or higher
You’ve developed the skills necessary to entertain and distract a large audience. You gain the following benefits:
- You have advantage on all persuasion, performance, and deception checks.
- You can use your action to try to distract people with a performance. you make a performance check, and each creature of your choice that can see you must make a DC 15 wisdom saving throw, and a failure, the creature has disadvantage on all attack rolls and saving throws until it makes the save again. if it succeeds the first save, it is immune to this ability for 1 hour.
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