Prerequisites: The ability to cast one damaging spell
You know jut the right thing to do to give your spell a little extra edge in battle. You gain the fallowing benefits:
- You gain advantage on Performance (Cha) checks and Charisma saving throws against magical effects.
- You gain access to two special flairs you can use as a reaction to casting the spell. Any saves are the same as your spell DC. Options are the fallowing:
- Defensive Flair- You may add your spellcasting modifier to your AC or to a saving throw until the start of your next turn.
- Offensive Flair- You may reroll the damage die once (or one die if the spell has more than one damage dice).
- Dazzling Flair- The Target must make a Charisma saving throw or be charmed until the start of your next turn.
- Resourceful Flair-If the spell has material components that cost gold you may make an Arcana check (DC depends on the material) to recover half of the expended material
- Subtle Flair-You can cast your spell without a verbal component
- Inspiring Flair- You and a number of allies equal to your casting modifier gain an amount of temporary hit points equal to 1d6+ your casting modifier
- Menacing Flair- The target must make a wisdom saving throw of be frightened until the start of your next turn.
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