Sorcerer
Base Class: Sorcerer

You were born under a strange power, one that draws others to your beautiful soul. This gift may have manifested in your youth, making all appreciate you as a lovely child. Or perhaps this gift has manifested only recently, setting your life on a totally different track. Regardless, you now have the power to bend the world to your will. Will you choose to lead it towards a brighter future? Or one that suits your particular needs?

Charming Channeling

At 1st level, your beautiful soul has begun to empower your coercive abilities. When you make a CHA check you are proficient in, your proficiency bonus is doubled.

Subtle Influence

Beginning at 1st level, you begin to learn how to weave charming magics into your voice, even in casual conversation. When you succeed a CHA check against a creature, you can use your reaction to have that creature gain a Mark of Influence. You have +1 to CHA checks against creatures with Marks of Influence that you placed. You can only use this feature once per day. Creatures can only gain a Mark of Influence from this feature once per lunar cycle (roughly once a month).

Marks of Influence can be identified by Detect Magic and dispelled by Dispel Magic cast at a level greater than or equal to the number of Marks of Influence a creature has. If you have not interacted with a creature that you placed Marks of Influence on for one year, the marks fade.

Undetectable Intentions

Starting at 6th level, your charms have become so convincing that creatures have a harder time identifying them as magical. When a creature that was charmed by you is freed from their charm without the charm having been dispelled, they must make a WIS saving throw against your Spell DC. On a failed save, they do not know that you charmed them. If they succeed, if the spell specified, they do know that you charmed them.

Compounding Control

Beginning at 14th level, you gain the ability to advance the pace at which your spells gain a grip on your targets. When you successfully cast a spell from the enchantment school on a creature that is at a higher level than the number of Marks of Influence that creature has, they gain a Mark of Influence. You can only use this feature once per day. Creatures can only gain a Mark of Influence from this feature once per lunar cycle (roughly once a month).

Defenseless Domination

Starting at 18th level, you gain the ability to reach the full potential of your magics, placing people completely under your control. As an action, you can attempt to place a creature with 9 Marks of Influence under your complete control. To do so the creature must be passive to you (or if they are hostile to you, they must be restrained), and you must tell them a deep secret that they hold that you know of (as determined by the DM).

If the secret is of sufficient weight and accurate, the creature must make a DC 20 WIS saving throw or become Charmed by you. While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability. While you are not commanding them, the creature will go about its normal business, avoiding any action that would negatively impact you unless you specify that they should do it.

Once a creature has been charmed by this feature, only a Wish spell, Remove Curse, or Greater Restoration spell cast at 9th level can free them. Creatures freed from this feature's effects automatically know that you charmed them, ignoring your Undetectable Influence feature.

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