Enemies
You conjure up the most vile remark you can imagine, attempting to command the ire of a hostile creature.
A target within range who can see or hear you must make a Charisma saving throw. On a failed save, they are forced to use their action to attack you on their next turn if they can.
The wave of animosity passes over them in an instant, though, and if they are not able to attack you, the gambit produces no other effect.
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