Bard
Base Class: Bard

This subclass was posted on reddit by u/Acenm5Create. 

Bards of the College of Lovers create music from the feelings of the creatures around them. During a performance, the audience is made to feel as though all their emotions are mixing and adding together. It is no wonder, then, that these bards are sought-after entertainment for parties and celebrations. The Lovers know how to easily manipulate feelings and they take great pride in making their allure seem effortless. 

Chord of Indecision

You know how to release special reverberations that cause creatures to hesitate. As a bonus action, you can expend one use of your Bardic Inspiration and choose one creature you can see within 60 feet of you (that's not immune to being charmed). Roll the Bardic Inspiration die. On its next turn, the creature must subtract the number rolled times 5 from its speed. Additionally, the creature can't use its reaction until the beginning of your next turn. The creature is immune if it can’t hear you or if it’s immune to being charmed.

Words of Connection

If you speak to a humanoid alone for at least one minute (that's not immune to being charmed), you can attempt to form an empathic bond with it and convince it that seeing things from a new perspective would help it in some way. At the end of the conversation, the target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you. The target is charmed this way for 10 minutes, ending early if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies. During this time, you and the target share all senses and can communicate with each other telepathically. 

While the target is charmed this way, you can use your bonus action to switch personalities with it allowing you to control the target's body and allowing it to control yours until the charm ends or you use your bonus action to switch back. Both you and the target use the game statistics of the other creature while your personalities are switched, although you both retain your own alignment, proficiency bonus, skill proficiencies, and Intelligence, Wisdom, and Charisma scores. Neither you nor the target can case spells while controlling the other creature's body.

If the target succeeds on its saving throw, the target has no idea that you tried to magically charm it. 

When the effect ends, the target knows that you charmed it. However, unless it has good reason to think otherwise, it believes that the experience was beneficial to its well-being. 

Once you use this feature, you can't use it again until you finish a long rest or expend a spell slot to use it again.

The creature is immune if it can’t hear you or if it’s immune to being charmed.

Affective Priority

You can project the image of a person's soulmate directly into their mind, making them think that you are actually the object of their affections. As a bonus action, you force one humanoid you can see within 60 feet of you to succeed on a Wisdom saving throw or become charmed by you for the next hour. If you or creatures that are friendly to you are currently engaged in combat with the target, it has advantage on the saving throw.

While charmed in this way, if the target notices another creature charmed by you, it sees the other creature as a rival and goes out of its way to incapacitate that creature, even if your charm ends on the perceived rival later. Otherwise, if the target enters combat against hostile creatures, it will only use its action to Dash, Dodge, or Help in a way that assists you.

Each time the target takes damage from a source other than its perceived rival, it makes a new Wisdom saving throw. If the saving throw succeeds, the charm ends immediately. Once you use this feature, you can't do so again until you finish a short or long rest. 

Irresistible Charms

Starting at 14th level, creatures have disadvantage on saving throws against being charmed by you.

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