The user draws a circle with no larger than a 20ft radius. The user gains advantage on all attacks while within the confines of the circle. Any ranged attacks made from outside of the circle are dissipated. Ranged spell attacks casted at 5th level and below are also dissipated. Other attacks and spells cast above 5th level are made with disadvantage. Other targets and creatures may enter the circle. Upon entering the circle spells and attacks can be cast normally. If the target/creatures leaves the circle by any means other than teleportation to a different plane, they must make a DC 17 Charisma save or leave combat on failure. Once they have left combat, they may not enter combat against the user for 24 hours or suffer 10d8 +CharismaMod psychic damage. This damage ignores immunity. If the user leaves the circle by any means other than planear travel, that must make a DC 17 Charisma save. On failure, the user is charmed into obedience/subservience for the remainder of the day until dawn. If the target that charms the user has an alignment opposite of the user, the user takes 4d8 psychic damage instead. This ability can be used once per long rest. If the user wins the Challenge, this ability resets its cooldown. The user can only freely release Challenge if there are no active targets in the circle
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