Starting at the 1st level, you are able to draw a symbol onto a creature to channel your persuasive power. This enchanted mark acts as a calling card to your magic and can be drawn on a creature's skin with charcoal, ink, or blood, each of which provide a different effect. You can use an action to apply the mark to a creature, during which time they must make a Wisdom saving throw against your spell save DC or become charmed by you. While a creature is charmed by you due to this feature, you can use a bonus action or your reaction to force them to lose concentration on a spell or attack with disadvantage on their next attack. The creature must be within sight to manipulate its emotions, and the mark is destroyed if you use your reaction or bonus action to manipulate the marked creature's emotions three times. Otherwise, this mark lasts until the creature physically removes it or falls unconscious. The mark can be of any shape, but once you choose a design for your mark you cannot change it later. You can place marks on creatures other than yourself a number of times equal to your Charisma modifier. You regain all expended uses after taking a long rest.
At the 7th level, your mark has become more potent, giving you even more control over your target. During your turn, you can use a bonus action to force the creature to make an action of your choice as long as they can hear you. The action they take cannot reduce a creature's Hit Points or force a creature to make a saving throw. The mark must be done in your blood to use this part of the feature.
At the 14th level, the marked creature no longer loses its mark when it leaves your sight and the marked creature no longer has to be in your sight in order for the mark to take effect.
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