13 Charisma
You are the life of the party. Your hedonistic indulgences, be they drinking, feasting, or debauchery, are sure to lead others to follow. • Increase your Charisma score by 1 to a maximum of 20. • You gain advantage on Constitution saving throws against poison from alcohol. • You gain proficiency in one of the following musical instruments: pan pipes, double flute, lyre, drum, or your voice as if it were a musical instrument. • When you are in a social area, such as a market square, fighting pit, or an inn, populated with ten or more creatures that can see and hear you, you can make a Performance (Charisma) skill check against a DC of 5–20 (at the GM’s discretion based on the crowd). If you succeed, for the next hour you have advantage on any ability check to interact socially with a creature in the area. If you fail, you cannot use this feature in the same area for 24 hours. Any creature that can’t be charmed is immune to these effects.