Sorcerer
Base Class: Sorcerer

A sorcerer of the Puppeteer Bloodline's lineage can be traced back to a sorcerer whose magic had a certain otherworldly allure. This origin's bloodline was born with an aptitude for charms and enchantments. Perhaps your ancestor was an alluring nymph or blessed by a goddess/god of love, whatever the case you use your looks, body, and mind as a means to an end.

Woven Minds

Starting at 1st level, you have advantage on saving throws against being charmed. You also gain proficiency in Persuasion. If you are already proficient in this skill, you can instead add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Additionally, when you use a sorcery point on a spell that would charm a target, the target must make an Intelligence saving throw when the effect ends. On a failed save the target does not realize that they had been charmed by you. On a successful save, the target is aware of the charm like normal.

Charmed Defense

Starting at 6th level, your ability to pull the wool over your enemy's eyes grows.

When you are attacked by a creature you can see, you can spend two sorcery points to use your reaction to alter the creature's interpretation of the world. The creature must make a Wisdom saving throw against your spell save DC. Creatures immune to being charmed automatically succeed this save. On a failed save, the attacker changes its target to another creature within range. If no other creatures are within range, its attack automatically misses. 

A Song of Strings

Beginning at 14th level, your abilities have grown such that you have reached the epitome of mortal charm and allure.

You are considered a construct. You also gain immunity to being charmed and frightened.

Furthermore, when a creature you can see is targeted by a spell you can use your reaction to impose disadvantage on the savingthrow. You may use this a number of times equal to 1 + your spell-casting modifier.

Grande Finale

Beginning at 18th level, your final work has become realized, and the magic within your blood allows you the unique ability to enthrall and puppeteer those who listen and see

As an action you begin your Magnum Opus, all creatures of your choice within 30 feet of you must make a wisdom saving through. On a failed save, these creatures under your control, allowing you to command them as they join your display.
This space is considered difficult terrain to all creatures except for you and those in your control, as the threads of the puppeteer weave and wind through the space. If a creature enters this space for the first time, or starts its turn there, it must make a Dex save or take 3d10 magical slashing damage, or half as much on a success. Creatures may make a wis saving throw at the end of their turns to end the effect. This performance is your life's work, and in turn requires your action each turn to maintain. You cannot use this feature again till you finish a long rest, or you spend 9 Sorcery Points.

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