Either through great skill or dumb luck you have performed exceptionally dangerous deeds, marking you as an extremely gutsy individual.
- You have advantage on saving throws against fear effects.
- Twice per day when you roll a check with disadvantage you can roll a Charisma (Performance) or Dexterity (Acrobatics) check against the DC set by the DM. If you pass the DC instead of rolling with disadvantage you roll with advantage.
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