Base Class: Sorcerer
A sorcerer of the enchantress Bloodline has a lineage that can be traced back to a sorcerer whose magic had a certain otherworldly allure. This origin's bloodline was born with an aptitude for charms and enchantments. Perhaps your ancestor was an alluring nymph or blessed by a goddess/god of love, whatever the case you use your looks, body, and mind as a means to an end.
Advanced charm speak
Starting at 1st level, you have advantage on saving throws against being charmed. You also gain proficiency in Persuasion. If you are already proficient in this skill, you can instead add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Additionally, when you use a sorcery point on a spell that would charm a target, when the effect ends the target must make an Intelligence saving throw. On a failed save the target does not realize that they had been charmed by you. On a successful save the target is aware of the charm like normal.
Charmed defense
Starting at 6th level, you become able to manifest your charm and use it as defensive capabilities.
When you are attacked by a creature you can see, you can spend two sorcery points to use your reaction to alter the creature's interpretation of the world. The creature must make a Wisdom saving throw against your spell save DC. Creatures immune to being charmed automatically succeed this save. On a failed save, the attacker changes its target to another creature within its attacking range. If there are no other creatures within range, its attack instead automatically misses.
Fey glamour
starting at 14th level, your abilities have grown such that you have reached the epitome of mortal charm and allure.
You are considered a fey creature and can now speak, read and write in Sylvan. You also gain immunity to being charmed.
You can use your reaction to impose disadvantage on a creature, that you can see, making a Wisdom saving throw. You regain use of this feature when you finish a long rest.
Enchanting performance
Once per long rest you can use the magic from your bloodline to enthrall the people around you. As an action you start a performance to enchant the masses, creatures of your choice within 60ft that can hear you must make a wisdom saving throw. Any creatures immune to the charmed effect automatically succeed the save. On a failed save the creature is incapacitated and takes 1d6 psychic damage for every round they are effected and you regain hit points for the total damage dealt every round. The performance takes your concentration and you must use your action every subsequent turn to keep it up. All creatures under the effect may reroll the save when you use your action to keep up the performance and have advantage on the save if they have taken any damage from something other than your performance in the last round.
Comments