Nightmare. You call forth an element of madness. You share it with an enemy, evoking great agony and horror.
As a bonus action, you can share your madness with an enemy, causing them to lower their guard in sheer horror. Choose an enemy within 15 feet of you. The creature must succeed on a DC 13 Wisdom saving throw or take 2d6 psychic damage and have their critical range increase to 19-20 until the end of your next turn. On a success, the creature takes half damage, and their critical range doesn’t increase.
You can use this ability once before refreshing it in town using Performing Sacred Rites or Religious Service Downtime actions.
At Higher Levels. The attack deals an extra 1d6 psychic damage and the ability DC increases by 2 when you reach 5th level, 10th level, 15th level, and 20th level.