Prerequisite: Requires Changeling.
You can bluff and bewilder an opponent, making it vulnerable to your next attack.
Benefit: As a bonus action, make a Charisma (Deception) check against a creature's Wisdom (Insight) check. If you win, you have advantage on your next weapon attack roll made against that creature this turn and deal an extra 2d6 weapon damage if you hit.
Once you use this feature, you cannot use it again until you finish a short or long rest.
Comments