2-level Enchantment
You bellow out a challenge in an attempt to gain the attention of your enemies.
Up to four creatures of your choice that you can see within range must make Wisdom saving throws. Any creature that can't be charmed succeeds on this saving throw automatically. Affected targets have advantage on Attack rolls made against you. Whenever a target that fails this saving throw makes an Attack roll or casts an offensive spell before the spell ends, the attack or spell must either target you or include you in the area of effect. At the end of each of its turns, the target can make a Wisdom saving throw. On a success, the spell ends and the creatures are immune to this spell's effects for 24 hours.
At higher levels: At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.