You begin to move through settlements always on high alert, prepared to respond to any threats should they appear. You have advantage on Charisma and Wisdom (Insight) checks made to interact with the common folk and peasants or citizens from any region you have lived for more than 6 months.
When you choose this feature, you learn a new combat style:
You may use manuvers from this combat style a number of times per short or long rest equal to your Charisma modifier.
Terrorize
When you hit a creature with an attack, you can force it to make a Wisdom saving throw. On a failed save, that creature takes additional 1d6 psychic damage and is frightened by you until the end of your next turn.
Goad
You can spend one use as a bonus action to force one creature to make a Wisdom saving throw. On a failed save, that creature have disadvantage on any attacks made against creatures other than you until the end of your next turn, and deal only half damage on these attacks on a hit.
Charm
You can spend 1 use as an action to force a creature to make a Wisdom saving throw. On a failed save, that creature is charmed by you until the end of your next turn. That creature will attack any creature who takes an hostile action against you for the duration.