Base Class: Sorcerer
Overseers are sorcerers who prefer to work their magic from behind the scenes, honing their magic to pull the strings so that everything falls into just the right place for their scheme. Generally avoiding head on combat whenever possible they are reasonably capable at holding their own when necessary. Overseers themselves must hone their observation to account for every possible outcome, combat is a game in which they are in control of and they strive to keep it that way.
All seeing eye
Through channeling magic to your eyes you gain the ability to see through the curtain separating the material and ethereal plane (truesight 10ft) and your eyes are refined to the point that extremely few things can evade your watchful gaze, you have advantage on ability checks requiring vision.
Controlled chaos
No matter how uncontrollable combat seems to some, to you it is simply a game of predicting possible outcomes, to aid you with this as an action you can force a creature to make a wisdom saving throw against your spell save DC, if it fails you are able to learn up to two of their actions (scales with level, learn 3 actions of the creature at level 6, 4 actions at level 10, 5 actions and a trait at 14, and all things about the creature at level 20) and prevent the creature from using one of the actions that you learned on their next turn, you cannot prevent the action if it is the only on available to them for any reason (such as the creature only having one action).
Puppetry
You have learned to manipulate the will of living things to the point that you can control what they do next, as a bonus action you can spend one sorcery point to target a creature you can see and choose what it will do on its next turn, but not how it does it. (you can force a creature to do one thing on their next turn I.E ready an action but they choose what they ready for, move but they choose where, attack but they choose what and how to attack it, etc)
Behind the scenes
The ability to manipulate outcomes of everything that happens is yours now, you gain the ability to cast blink for 1 sorcery point as a bonus action with no other cost, this bonus action does not inhibit the activation of your other class abilities (you can still use puppetry after using blink this way) while in the ethereal plain from the effects of this ability you gain a flight speed of 60ft and class abilities and spells cast while you are in the ethereal plain carry over to the place they would be as if you were on the material plane when you cast it.
Supreme manipulation
All subclass features no longer take sorcery points to use and you gain the ability to use an action to make a creature you can see make a wisdom save against your spell DC, if it fails you can choose the target for its next attack, you also can choose what action it uses from the ones you know about it, and you can prevent it from moving or disengaging if you so desire.
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