*1st degree Unending Wheel **reaction***
You have mastered a strike that is unmistakably your own.
Choose a simple symbol (such as a letter) to be your signature. When you have advantage on a melee weapon attack roll, on a hit you can leave your signature on the creature or object you attacked. Your signature remains on a creature until it is fully healed and has taken a long rest.
While a creature bears your signature, you can use a bonus action to try to intimidate it. The creature makes a Wisdom saving throw against your [[03-Mechanics/9-Combat Maneuvers/Combat Maneuvers#Maneuvers in Combat\|maneuver DC]] or becomes frightened of you until the start of your next turn.
#unendingWheel #frightenFoe