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Battlefield Citation

Once per combat, you may use one of the following abilities. This ability recharges at the end of the encounter.

Unless otherwise stated, the saving throw DC for these abilities equals:

Technique Save DC = 8 + your Proficiency Bonus + your Constitution modifier.

Mode 1: Everyone Is in Violation!

Bonus Action

You raise your weapon and declare every hostile creature present guilty of endangering, obstructing, inconveniencing, or otherwise behaving discourteously toward your companions.

Roll 1d4. For that many rounds, every hostile creature on the battlefield that can see or hear you must make a Wisdom saving throw against your Technique Save DC.

On a failed save, the creature is Charmed by you for the duration.

You gain temporary hit points equal to:

1.5 × your Paladin level × the number of creatures that failed their saving throw.

While Charmed in this way:

• The creature must use its movement to move toward you by the safest available route until it is adjacent to you.

• If the creature is able to make an attack against you, it cannot willingly make an attack against one of your allies instead.

A creature immune to the Charmed condition automatically succeeds on the saving throw. However, for the rolled duration, that creature has Disadvantage on attack rolls against your allies.

Mode 2: Citation for Cowardice

Bonus Action

For 1 minute, you declare yourself the battlefield's lawful point of engagement.

Whenever a hostile creature within 30 feet of you damages one of your allies, you may use your Reaction to impose one of the following penalties:

Close the Distance. Move up to half your Speed toward the attacker without provoking Opportunity Attacks.

Intervene. Reduce the triggering damage by 9 (2d8) + your Strength modifier.

Issue Citation. Mark the attacker until the end of your next turn. While marked, the creature has Disadvantage on attack rolls against creatures other than you.

Mode 3: Administrative Detention

Action

Choose one creature you can see within 30 feet and formally place it under detention for disrupting the peace.

The creature must make a Wisdom saving throw against your Technique Save DC.

On a failed save, the creature is Detained for up to 1 minute and suffers the following effects:

• Its Speed becomes 0 while you are within 10 feet of it.

• It has Disadvantage on attack rolls against creatures other than you.

• It cannot teleport or move by extradimensional means.

• Whenever it damages another creature, you may use your Reaction to make one weapon attack against it.

At the end of each of its turns, the creature repeats the Wisdom saving throw, ending Administrative Detention on a success.

You must remain within 30 feet of the detained creature. The effect ends immediately if you move more than 30 feet away from it or become Incapacitated.

Mode 4: Excessive Force Was Authorized

Bonus Action

For 1 minute, you assume the position of an overworked farmhand who has decided the problem will move before you do.

For the duration, you gain the following benefits:

• You have Resistance to Bludgeoning damage.

• You cannot be knocked Prone or moved against your will.

• At the start of each of your turns, you gain temporary hit points equal to twice your Strength modifier.

• Whenever a creature misses you with a melee attack, that creature cannot make Opportunity Attacks against you until the start of its next turn.

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