Prerequisite: Dexterity of 15 or higher
You have learned to use dexterity and mind tricks to confuse your opponent and get the edge on them, when you attack an enemy within 15 feet, they must make a wisdom or inteligence saving throw against your dexterity, on a failed save you get advantage on the attack roll and plus one to damage, and any psychic damage gets an extra plus 2 damage and gets the attack an extra 1 to hit.
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