You lead bravely, inciting great morale in your allies and disorienting your foes.
1st Round: As an action, choose one creature you can see. Until the start of your next turn, you and all allies that can hear you have a bonus to attack rolls against the target equal to your Charisma modifier. You then make two weapon attacks.
2nd Round: As an action, you emanate an aura of gallantry. Each enemy within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature has disadvantage on attack rolls until the end of the wonder, and during this time, it cannot cast spells other than cantrips nor use any option that has a recharge roll.
3rd Round: As an action, choose yourself or an ally that can hear you. The chosen target gains temporary hit points equal to 3d8 + your Charisma modifier and can make two weapon attacks or cast a cantrip. If you choose an ally, it must spend its reaction in order to make the attacks or cast the cantrip.
You must complete a long rest to regain the use of gallant doyen.
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