Legendary Resistance (3/Day). If Abraham Lincoln fails a saving throw, he can choose to succeed instead.
Calm Presence. Abraham Lincoln has advantage on saving throws against being frightened.
Emancipator's Aura. Friendly creatures within 30 feet of Abraham Lincoln have advantage on saving throws against being charmed or frightened.
Honest Abe. Abraham Lincoln is immune to deception-based effects, and he can automatically detect lies spoken in his presence.
Abe's Wisdom. Once per day, Abraham Lincoln can give a wise piece of advice or inspiring words to a creature within 30 feet. The creature gains advantage on its next saving throw or ability check.
Great Emancipator. Abraham Lincoln makes two attacks: one with his Fists and one with his Emancipation Proclamation.
Fists. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 4) bludgeoning damage.
Emancipation Proclamation. Ranged Spell Attack: +9 to hit, range 60 ft., one target. Hit: 18 (4d6 + 5) radiant damage and the target must succeed on a DC 17 Wisdom saving throw or be charmed and unable to attack Abraham Lincoln for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Presidential Command (1/Day). Abraham Lincoln targets a creature within 60 feet and makes a persuasive speech. The creature must succeed on a DC 18 Wisdom saving throw or be charmed for 1 hour. While charmed in this way, the creature regards Abraham Lincoln as a friendly acquaintance, and it will not willingly harm him or his allies.
“A house divided against itself cannot stand.”