Bard
Base Class: Bard

Bards, whatever the type, use magic to change the minds of others. Many to inspire, some to terrify, bards enchant others with music to encourage their own goals. The Enchantrix is a bard that directly affects the minds of others with or without musical accompanyment. Some say they can talk a flower into bloom, or a miser into philanthropy. They can directly alter emotions, freeze synapses and even puppeteer other creatures entirely. For good or ill, they can change the memories of kings, enchant a merchant into a favourable trade, or "suggest" that a pirate captain give himself up... all without drawing blood or blade. For an enchantrix, free will is often freely given.

The Enchantrix uses the bard template, but may choose to use a regular arcane focus instead of a musical instrument, if desired. They lose the "song of rest" feature and gain the Mind Sliver cantrip when this subclass is chosen at third level. It is a bard cantrip for an Enchantrix and does not count against your cantrip total.

I have replaced the phrase "bardic inspiration die" with "manipulation die" for flavour. The "manipulation die" follows the Bardic Inspiration rules in all respects.

Psychic Manipulation

When you choose this subclass at third level, you find it very easy to descern the most intimate motivations of an individual. For you a mind is as easy to decipher as an open book, and almost as easy to manipulate - or perhaps you are just naturally a people person with great social skills! Either way, choose two skills from the following list: deception, performance, intimidation, insight or persuasion. You have advantage when making those checks.

Magical Gravitas

Spells you cast that effect the minds of others are exceptionally powerful. At third level you may use a manipulation die to alter the mental resistance of another.

When you force an opponent to make an intelligence, wisdom, or charisma save against one of your spells roll the manipulation die. Reduce the save of that creature by the result, for that saving throw.

Amplified Enchantments

As your powers of enchantment grow, you may influence additional targets above and beyond other casters, even influencing creatures normally immune to such magical wiles. 

At sixth level, when you cast an enchantment spell of second level or less that targets only one creature, you may target a second creature in range with that spell. At tenth level you may use this ability with an enchantment spell of any level you can cast.

Also at sixth level Your charms (from any school of magic) become more influentual. Any creature that is immune to being charmed is not immune to your spells that inflict a charm effect. They do, however, gain advantage on any saving throws against such spells. Any creature that would normally have advantage on saves against such charms (elves, for example) lose this advantage against those spells.

Potent Domination

You find simple enchantments so natural to cast that they fail to require significant mental upkeep to maintain.

At fourteenth level you may concentrate on two spells at once as long as at least one of those spells is an enchantment spell (or a spell that creates a charm effect) of third level or lower.

 

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