Rogue
Base Class: Rogue

Many rogues know the right words to charm a person, but you rise above them all. You are skilled in the art of hypnotization, and are able to use this ability to momentarily control enemies in the chaos of combat. Hypnotists are charming and confident, knowing that with the right words they are completely safe from harm.

Hypnotic Flourish

Your powers of persuasion exceed the ordinary, and you’ve even learned how to implant suggestions in  creatures’ minds through hypnotism. You have a number of Charm Points equal to your Charisma modifier which you can spend to momentarily hypnotize others. You do this by flourishing a melee weapon or an eye-catching trinket, such as a pocket watch, and forcing creatures to make a Wisdom saving throw against your Charm DC (8 + your proficiency bonus + your Charisma modifier). You can only spend a Charm Point against a creature with an Intelligence score of 5 or higher, and you regain all Charm Points when you finish a long rest.

I'm Just a Little Guy

Starting at 3rd level, when you gain this subclass, you can persuade enemies that you aren’t a threat. As a bonus action you can spend 1 Charm Point to force a creature within 30ft that can see you to make a Wisdom saving throw against your Charm DC. On a failed save the creature is no longer hostile towards you if it was previously hostile and cannot harm you in any way, though it may continue to be hostile towards your allies. This hypnosis ends after 1 minute or when the creature is aware of you harming it. On a successful save the creature is immune to this effect for 24 hours.

Mental Block

At 9th level, you can prevent a creature you’ve hypnotized from taking certain actions. As a reaction to a creature within 30 feet that can see you taking an action, you can force them to make a Wisdom saving throw against your Charm DC. On a failed save, the next time the creature takes that action within the next minute, it takes psychic damage equal to your sneak attack damage. The creature is aware of this mental block. On a successful save, the creature is immune to this effect for 24 hours.

Smooth Criminal

Starting at 13th level, you have advantage on all skill checks involving Charisma.

Constant Control

Starting at 17th level, you can hold your hypnosis for much longer, and use that control to force other creatures under your sway. Once you’ve spent a Charm Point, taking actions that would normally require a Charm Point require nothing on your next turn. You can only use one option per turn. This effect lasts until a creature succeeds a saving throw against your attempt to Charm it, at which point all creatures hypnotized by you are no longer hypnotized.

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