Base Class: Sorcerer
Born with incredible natural charisma you can bend people's minds to your will to make them fear you, love, and any other desirable affect. You or your child barring parent were touched by a mind warping enchantment spell that you absorbed, had a fey creature bestow it's power to you, or any other affect that would cause the raw enchanting power of the weave to intertwine with your soul.
Enchanting Quirks
| d6 | Quirk |
|---|---|
| 1 | No matter what, you constantly exude a sweet and pleasant odor |
| 2 | Your hair, if you have any, is constantly bellowing in the wind. Even if the air is totally still around you |
| 3 | While conversing with someone nearby, they slowly get closer to you until their body touches yours, without either of you noticing them moving |
| 4 | When concentrating, your pupils unconsciously become hypnotic spirals |
| 5 | While talking, your voice actively deafens all other sounds to whoever you're speaking to |
| 6 | People stare at you. Constantly. |
Alluring Magic
At 1st level, you can learn some non-sorcerer spells that focus on altering the mind. When your Spellcasting feature lets you learn a sorcerer spell of 1st level or higher, you can select the spell from the following list of spells, in addition to the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you. You also gain one enchantment or illusion Cantrip at level 1 that doesn't count against your number of spells known.
| Spell Level | Spell |
|---|---|
| 1st | Command |
| 1st | Tasha's Hideous Laughter |
| 2nd | Calm Emotions |
| 2nd | Enthrall |
| 5th | Geas |
| 5th | Modify Memory |
| 6th | Otto’s Irresistible Dance |
| 8th | Feeblemind |
Honeyed Words
At 1st level, you gain expertise in one Charisma skill of your choosing (Deception, Persuasion, Intimidation).
In addition, you gain following abilities:
- You can spend 2 sorcery points to gain expertise in one charisma skill for 10 minutes, if you have expertise in the chosen skill you add your spell modifier instead
- you may spend 2 sorcery point to weave one 1st level enchantment spell of your choice into a string of words and subtly cast it on the person you are speaking to without expending a spell slot.
- You can spend 1 sorcery point to instantly translate anything you say into any language that the recipient understands
Perpetual Loyalty
At 6th level, you may activate this ability as an action and any creatures you have previously charmed, and are still under the effect of charm (up to your spell modifier in number), must make an intelligence save of your spell save DC. If they fail they will become your trusted thrall for up to 1 hour.
Once they are your thrall they will sing your praises perpetually, fight for you, carry whatever you ask them to, and any other action that would not break their own moral code or obviously lead to their death. Additionally, once the affect has worn off they will not recall you manipulating their mind, but will recall what happened in the 8 hour period in which they served you, and will react accordingly by attacking you, leaving, or staying by your side for the foreseeable future. If every targeted creature passes the intelligence save this effect is still used up for the day.
After using this action you can not use it again until after a long rest.
Reinforced Enchanting
At 14th level, when you use a spell of 1st level or more enemies can no longer gain advantage against your charm spells and any enchanting spell you cast that have negative side affects, such as the creature remembering you casting the spell or becoming aggressive afterwards, no longer apply.
Mastery of the Mind
At 18th level, you gain immunity to Charm and Fear.
In addition, You can spend 5 Sorcery points to ascend to a wondrous appearance and began levitating off the ground, gaining the following affects for 1 minute.
- The first time a creature looks at you during the 1 minute period they must make an intelligence save against your spell save DC and if they fail they are automatically charmed or frightful for 1 minute (your choice)
- Any creature charmed before this effect's activation automatically becomes your thrall for the whole minute
If you ever drop to 0 hit points while in this state any hostile creature that approaches you must make an intelligence save of DC {{savedc:cha}} or will take 5d6 psychic damage
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