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**Abjure Enemy - Present your holy symbol and speak a prayer of denunciation.  One creature within 60 feet must make a Wisdom saving throw unless it is immune to fear.  Fiends and undead have disadvantage on this saving throw.  On a failed save, the creature is frightened for 1 minute or until it takes damage.  While frightened, the creature's speed is 0 and it can't benefit from any bonus to speed.  On a successful save, the creature's speed is halved for 1 minute or until the creature takes damage.
 
**Abjure Enemy - Present your holy symbol and speak a prayer of denunciation.  One creature within 60 feet must make a Wisdom saving throw unless it is immune to fear.  Fiends and undead have disadvantage on this saving throw.  On a failed save, the creature is frightened for 1 minute or until it takes damage.  While frightened, the creature's speed is 0 and it can't benefit from any bonus to speed.  On a successful save, the creature's speed is halved for 1 minute or until the creature takes damage.
 
**Vow of Enmity - As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you.  You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.
 
**Vow of Enmity - As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you.  You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.
 
'''Great Weapon Master'''
 
 
You gain the following benefits:
 
*On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 HP with one, you can make one melee weapon attack as a bonus action.
 
*Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll to add +10 damage.
 
  
 
=Skills=
 
=Skills=

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