The augmentation manifests as slightly glowing veins of arcane energy that trace intricate patterns under the skin beneath the recipient's jaw. Their voice carries a mesmerizing quality that can sway even the most stubborn minds.
This augmentation, while enhancing the recipient's natural charm and influence, also marks them as a product of fleshsmithing, blending the arcane with the physical in a manner that can unsettle those around them.
Mesmeric Presence: The recipient has advantage on Charisma (Persuasion) and Charisma (Deception) checks. You also gain proficiency in Charisma ability checks that rely on speech, If you are already proficient in the skill, you gain expertise (you add double your proficiency bonus to checks you make with it).
Commanding Voice: You can safely stress your augmentation a number of times per day equal to your proficiency modifier , to force a creature within 30 feet that can hear you to make a Wisdom saving throw (DC = 8 + your Charisma modifier + proficiency bonus). On a save, the creature is not charmed and is immune to the effect for 24 hours. On a failed save, the creature is charmed by you until the end of the your next turn.
Limited Usage: After using the Commanding Voice ability, the recipient cannot use it again until they finish a short or long rest.
Exhaustion Risk: If the recipient uses the Commanding Voice ability more than twice before finishing a long rest, they must make a Constitution saving throw (DC 15) after each subsequent use. On a failed save, they gain one level of exhaustion.
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