Table of Contents
Proficiency required: Any language beyond those granted by your race
Apprentice
You can cast the comprehend languages spell; you must finish a long rest in order to cast the spell again. Intelligence is your spellcasting ability for this spell.
In addition, if you spend 1 minute talking to someone who can understand what you say, you can make a Charisma (Persuasion) check contested by the creature's Wisdom (Insight) check. If you or your companions are fighting the creature, your check automatically fails. If your check succeeds, the target is charmed by you as long as it remains within 60 feet of you and for 1 minute thereafter. If your check fails, the target automatically succeeds on all Wisdom (Insight) checks made against you for 1 hour.
Journeyman
As a bonus action, you can attempt to deceive one creature you can see within 30 feet of you that can see you and understand what you say. Make a Charisma (Deception) check contested by the target's Wisdom (Insight) check. If your check succeeds, your movement doesn't provoke opportunity attacks from the target and your attack rolls against it have advantage; both benefits last until the end of your next turn. If your check fails, the target automatically succeeds on all Wisdom (Insight) checks made against you for 1 hour.
Master
As a bonus action, you can attempt to demoralize one creature you can see within 30 feet of you that can see you and understand what you say. Make a Charisma (Intimidation) check contested by the target's Wisdom (Insight) check. If your check succeeds, the target is frightened until the end of your next turn. If your check fails, the target automatically succeeds on all Wisdom (Insight) checks made against you for 1 hour.
Grandmaster
You understand all spoken languages. Moreover, any creature that can understand a language can understand what you say. In addition, you have advantage on Charisma (Persuasion) checks when making first contact and interacting with a culture you are unfamiliar with.