Level 4+, Squire of the Order feat
You have been inducted into the surviving Knight Protectors of the Great Kingdom, heirs to one of the oldest traditions of chivalry in the Flanaess. You gain the following benefits.
Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
Gallant Challenge. Once per turn when you hit a creature with a weapon attack, you can challenge the target with the authority and martial bearing of your order. The target must make a Wisdom saving throw. The DC equals 8 + your proficiency bonus + the ability modifier of the ability score increased by this feat.
On a failed save, the target is frightened of you until the end of your next turn. On a successful save, the target has disadvantage on the next attack roll it makes before the end of its next turn.
You can use this benefit a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
Knightly Order Feats. These feats represent the training, traditions, and martial practices of a particular knightly order. A character may select one only after being accepted into that order. Leaving an order does not cause a character to lose what they learned there, but admission into another order is an in-world matter determined by the DM.
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