Monk
Base Class: Monk

The monks that follow the Way of the Mind, while trained to fight, are also trained in planting seeds of doubt in other creatures minds. They are Excellent at conversing, and tricking their enemies to 'switch sides'. Many monks see these monks as evil, but these monks just do what they think is the only way.

Seeds of Doubt

By 3rd level, your charisma is stronger than peoples attacks. Your AC can be 10+dexterity modifier+Charisma modifier, whichever's higher. Once per short rest, you may have a creature you see make a Charisma or Intelligence saving throw against your Ki save DC. On a failure, they gain disadvantage on their next attack, saving throw, or ability check.

Sprout of Deceit

At 6th level, you may use your Seeds of Doubt 3 times per short rest. They must be against the same creature. If the creature fails all 3 saving throws, it has disadvantage on all ability checks, attacks, and saving throws for 1 hour.

Plant of Surrender

At 11th level, you may spend 3 ki points to target a creature that has currently failed all 3 saving throws for your Seeds of Doubt that you can see. It must make a Charisma, intelligence, or wisdom saving throw or be absorbed into you. The creature doesn't have disadvantage. The DC is your Ki save DC. Whether the creature fails or succeeds, you take damage equal to the creatures CR plus you Monk level. you may use this once per long rest. On a failure, the creature disappears and you gain a tattoo in the shape of the creature. You may use a bonus action to summon the creature or put it back in the tattoo. If you die, or use this on a different creature, the creature dies. If the creature's intelligence is less than your Charisma score plus your monk level at the time of using this ability, they may make this save again every long rest. If they succeed, you re take the damage and the creature disappears to wherever you used this ability on it. If the creature is under the effect of feeblemind, it's charisma/intelligence/wisdom score is 10, and it makes this save with advantage. The DC also changes to 11 if the creature is under the effect of feeblemind.

Harvest of Success

At 17th level, you know how to properly harvest the seeds of doubt. You may have up to 6 creatures under your control by Plant of Surrender. They otherwise follow the same rules as they would normally.