Base Class: Wizard
Telepathy and Hypnosis is often associated with Divine Magic, and magic gifted from the Gods. That does not mean, however, that some wizards have no learnt to control it without divinity.
It can be a dangerous path to walk down - starting off as innocent but becoming more and more toxic as you learn more and more. It depends on you - the caster - to keep yourself from falling to deep down the rabbit hole. It can start off well meaning; like just wanting to know what your crush is thinking about you, but it can end in you trying to control them, forcing them to love you.
Hypnotic Die
Starting when you choose this school at 2nd level, you gain access to a pool of resources to help you in your endevours. You gain four Hypnotic Die at level 2 which are d8's, and an additional one at level 7 and level 15. The die value increases to d10 at level 15. You regain all expended die when you finish a short or long rest. You can use them on the following features:
Telepathic Communication. As an action, you can expend a Hypnotic Die to attempt to telepathically communicate with someone, up to a distance of 120ft. The Communication lasts for the number rolled on the die x 5 minutes.
Insightful Thinking. As an action, you can attempt to read the cursory thoughts of someone within 30ft of you who you can see. Make a contested Insight Check against their Deception check. You may add the number rolled on the Hypnotic Die to you roll. If you succeed you gain access to their cursory and surface level thoughts, and are able to tell whether or not they're lying to you. If they succeed, they do not know you attempted this.
Breaking Defences. As a bonus action, you can expend a Hypnotic Die to attempt to see into their defences. Make a Perception Check against their Armour Class, adding the number rolled on the Hypnotic Die. If you succeed, you can see through their defense, and assit your allies. Any attack against them has advantage until the end of your next turn.
Bend Mind
Starting at 6th level, you seep control into the mind of a creature. As a reaction, whenever a creature within 60ft of you makes a mental saving throw, you can expend a Hypnotic Die, and remove the value rolled from the saving throw.
Modifications
Starting at 10th level, you become better at controlling the mind. You gain one free use of Modify Memory per long rest, and you can cast it again using spell slots. It does not count as one of your prepared spells.
Charming Persona
Starting at 14th level, you can win over even the most unwilling participants. After spending at least 5 minutes talking to someone, you may make a Persuasion or Deception check (your choice) against their Insight check. If they fail, they become charmed by you for 1 hour.
You can use this feature a number of times equal to your proficiency bonus.
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