Sorcerer
Base Class: Sorcerer

Your magic is not born of fire or storm, but of the heart and mind. As an Enchanter's Essence sorcerer, you are a conduit of charisma and allure, capable of swaying emotions, clouding thoughts, and bending wills with effortless grace. Whether your power stems from a fey's blessing, a celestial muse, or a darker, more manipulative source, you are a master of enchantment, able to turn the tide of battle not with brute force, but with the subtle pull of charm.

Level 3: Charming Presence

When you choose this subclass at 3rd level, your natural charisma enhances your magic and interactions:

  • Alluring Aura: You gain proficiency in the Persuasion skill. If you are already proficient, you gain expertise, doubling your proficiency bonus for Persuasion checks.
  • Enchanter’s Cantrip: You learn the Friends cantrip, which counts as a sorcerer cantrip for you and doesn’t count against your number of cantrips known. When you cast Friends, the duration increases to 10 minutes, and the target doesn’t automatically become hostile when the spell ends unless you took overtly hostile actions toward it.
  • Charmed Affinity: When you cast a sorcerer spell that imposes the charmed condition, you can add your Charisma modifier to the spell’s save DC.

Level 3: Mesmerizing Spell

Your spells carry an enchanting allure. When you cast a sorcerer spell of 1st level or higher, you can spend 1 sorcery point to infuse it with a Mesmerizing Spell effect. Choose one of the following:

  • Captivating Charm: One target of the spell must succeed on a Wisdom saving throw against your spell save DC or be charmed by you until the end of your next turn. If the spell already imposes the charmed condition, the target has disadvantage on this saving throw.
  • Enthralling Surge: The spell deals an additional 1d6 psychic damage to one target. This damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

You can use Mesmerizing Spell a number of times equal to your proficiency bonus, and you regain all uses when you finish a long rest.

Level 6: Irresistable Influence

Your enchanting presence becomes harder to resist. You gain the following benefits:

  • Charmed Resilience: You have advantage on saving throws against being charmed, and you can use your reaction to impose disadvantage on a saving throw a creature makes against one of your spells that imposes the charmed condition. You can use this reaction feature a number of times equal to your Charisma modifier (minimum of 1), and you regain all uses when you finish a long rest.
  • Subtle Enchantment: When you cast a spell that imposes the charmed condition, you can choose to cast it without somatic or verbal components, as if using the Subtle Spell metamagic option, without spending sorcery points. You can use this feature once per long rest.

Level 14: Enchanter's Domain

Your mastery of charm allows you to exert greater control over those you enchant. You gain the following benefits:

  • Lasting Charm: When you cast a spell that imposes the charmed condition, its duration is doubled (e.g., a 1-minute spell lasts 2 minutes). If the spell’s duration is instantaneous or concentration-based, this feature instead allows you to maintain concentration on the spell for up to twice its normal maximum duration.
  • Mesmerizing Mastery: When you use your Mesmerizing Spell feature, you can apply both the Captivating Charm and Enthralling Surge effects to the same spell by spending 2 sorcery points instead of 1. Additionally, if a creature succeeds on a saving throw against your Captivating Charm effect, it takes psychic damage equal to your sorcerer level.

Level 18: Soveriegn of Hearts

You become a true master of enchantment, bending minds with ease. You gain the following benefits:

  • Enchanter’s Aura: You emit a 10-foot-radius aura of captivating presence. Hostile creatures within this aura must succeed on a Wisdom saving throw against your spell save DC at the start of their turn or be charmed by you until the start of their next turn. A creature that succeeds on this saving throw is immune to this aura for 24 hours. You can suppress or reactivate this aura as a bonus action.
  • Heart’s Command: As an action, you can target one creature you can see within 60 feet that is charmed by you. The creature must make a Wisdom saving throw against your spell save DC. On a failed save, it is under your control, as if affected by the Dominate Person spell, for up to 1 minute (no concentration required). On a successful save, the creature is no longer charmed by you. Once you use this feature, you cannot use it again until you finish a long rest.

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