You must use buy time at the start of a combat encounter (before the first combatant takes its turn) and only if you are not surprised. Make a Charisma (Deception) check to bluff your foes, a Charisma (Intimidation) check to halt them, or a Charisma (Persuasion) check to parley with them. The GM designates an enemy (typically a leader) that can see and hear you, and the creature makes a contested Wisdom (Insight) check. If you win the contest, you and your allies can use this moment to position yourselves, each character moving up to their speed. Either you or one ally that can hear you can take an action in addition to moving.
The GM may rule that this skill check influences the onset of the battle, perhaps entering into a social interaction or skill encounter.
You must complete a long rest to regain the use of buy time.
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