Diplomat. The courtier has advantage on Charisma (Persuasion) and Wisdom (Insight) checks made to negotiate deals and exchanges. If the courtier spends 1 minute talking to a humanoid that can understand it, that humanoid must make a DC 16 Wisdom (Insight) check or be charmed by the courtier as long as they are within 60 feet and for 1 minute thereafter. This check automatically succeeds if the courtier or any of its allies are fighting the humanoid.
Eye for Detail. This courtier can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) check to uncover or decipher clues.
Nimble Escape. The courtier can take the Disengage or Hide action as a bonus action on each of its turns.
Dagger. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.
Duck and Cover. The courtier adds 2 to its AC against one ranged attack that would hit it. To do so, the courtier must see the attacker and can’t be grappled or restrained.
Faint-Hearted. If a creature makes an attack on the courtier, and the courtier is not incapacitated, it can move 10 ft away from the attacker as a reaction, not provoking attacks of opportunity.
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