Wizard
Base Class: Wizard

By using an offshoot of enchantment magic, you have learned how to control creatures against their will using terrifying strings of psychic magic. 

Bonus Proficiencies

Beginning when you select this Arcane Tradition at 2nd level, you gain proficiency in the Performance and Deception skills. 

Throw Voice

Beginning at 2nd level, you have learned how to speak from a location not originating from your own mouth. As an action, you can choose a point or creature you can see within 60 feet of you and speak a message of 20 words or less. The sound originates from that point or creature. If you target a creature this way, the message can be spoken in your voice, or you can force them to speak the words in their voice. A creature can make a Wisdom saving throw to resist this effect, contested against your Spell Save DC. 

Marionette Movement

Starting at 6th level, you can use an action to attempt to control another creatures movement. As an action, choose a creature you can see within 60 feet of you. That creature must make a Wisdom saving throw against your Spell Save DC. On a failure, you can move them up to half their movement speed in a direction of your choice. This movement does trigger attacks of opportunity. You can move them again as a bonus action on subsequent turns. At the end of each of their turns or if you would make them move into a dangerous area (such as a lava pit, large fall, or away from an enemy to provoke an attack of opportunity), they can make another Wisdom saving throw. On a success, they break free of magic, and are not moved into the dangerous area. 

This effect lasts for 1 minute per creature, and you can maintain this effect on a number of creatures at the same time equal to the number of free hands you have. You can command each creature you are controlling with the same bonus action. This effect also ends if the creature falls unconscious or moves more than 120 feet away from you. 

Tightened Grip

Beginning at 10th level, when you attempt to assert control over a creature using an Enchantment spell or Subclass ability, you can expend a spell slot to give the creature disadvantage on the Wisdom saving throw to resist the effect. If the slot you expend is of 3rd level or higher, that creature has disadvantage on all Wisdom saving throws to resist it for the duration of the spell or effect. 

Perfected Puppet

Starting at 14th level, you have learned to assert complete control over your puppet. As an action, choose a creature you can see within 60 feet of you. That creature makes a Wisdom saving throw against your spell save DC. On a failure, you can control what they do on their next turn. You can command them again as an action on subsequent turns for as long as they remain under your control. If you would like them to cast a spell, you must make an Intelligence (Arcana) check where the DC is 10 + the spells level. On a success, the creature casts the spell. On a failure, the spell fails and the spell slot is wasted. 

At the end of the creature’s turn, if you would force them to make an attack roll against one of their allies, or if you would make them move into a dangerous place, they can repeat the Wisdom saving throw. On a success, they break free of your control after doing the command that triggered the saving throw. Once a creature breaks free of your control this way, they can not be effected by this feature again until you finish a short or long rest. 

This effect lasts for 10 minutes, and requires two free hands to activate. The effect ends if the creature breaks free, falls unconscious, or moves more than 120 feet away from you. 

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