Tyrant Hand outstretched and eyes focused, a young elven woman stares intensely into the eyes of her prey, with the whisper of a mere incantation her fingertips begin to fire threads of magical string, which pierce into the limbs of her foe, as this occurs she begins to articulate her fingers, forcing the Kobold into whipping towards his allies and attacking against his will. An aura of purple light bursts from the hand of a black dragonborn, he crushes the light in his hands as he targets a gnoll on the battlefield. Opening his hand, a miniature ghostly doll of the gnoll appears floating above his palm, he then begins to squeeze the neck of the gnoll's doll, looking up from his hand the dragonborn smirks at the sight of the gnoll gasping for air and clawing hopelessly at its neck. A tiefling yawns from the corner of his jail cell, after a quick glance at his nails he beckons for a guard from the other room, the guard begrudgingly walks over and in the faintest moment of eye contact, the tiefling's eyes turn hypnotic as the guard succumbs to his commands, opening the locked cell and walking in, he sits down smiling ecstatically as the tiefling locks the cell behind him and makes for his escape. ​ 8 Tyrants employ the forsaken magic of despotic mage kings and wicked royalty using the remnants of their own blood. Similar to sorcerers, Tyrants do not learn their powers, but are born with it from their ancestry. Depending on the origin of one's Tyrant powers, they may have access to one of multiple ancestries that grant them domain over specific aspects of their foes. 9 ​ 10 ​ 11 Conquerers of Will 12 What better way to win a fight, then to force your opponent into defeating themselves? Tyrants in combat prefer to stay at a distance and command their allies while destroying foes with their ancestral abilities and magic. However, when they must, they are well trained in combat and can put up a fight without their magic, evoking their natural leadership and charisma on the battlefield. 13 Lust for Influence 14 The blood of Tyrants is as powerful as it is corruptible, be it a good or evil being, any who dare utilize their ancestral powers share the common dream of controlling a country, leading an army, or possessing some position of power over others. This need for dominance proves a struggle for Tyrants who are good at heart, and may find themselves frustrated by their conflicting aspirations of doing whats right and doing what is needed to sate their lust. 15 Ancestral Origins 16 ​ 17 ​ 18 19 Tyrants all descend from seperate and often unconnected bloodlines, tyrants can be born from a number of powerful fiend or fey lords such as, vampires, succubi, and hags, or from the cursed blood of corrupt rulers and leaders. Perhaps an emperor who enslaved his own people, a court jester who secretly controlled his king, or a knight who puppeteered his enemies. The origins of a Tyrant are as diverse and malleable as the source of their founding power is. How anyone may become the first of a Tyrant in their bloodline is dependant on that particular case, it may be that they were a sorcerer who mutated their power, a warlock who made a pact that effects their entire bloodline, or a wizard who accidentally cursed themselves by mistake in one of their maniacal magic experiments. 20 Creating a Tyrant 21 When creating a Tyrant you should first consider the origin of your power and how it effects you, Tyrants are a callous class that would seem to best suit an evil playstyle, but ancestry cannot be chosen, so you may be able to develop a story of conflict where you use evil powers for doing good. Alternatively, you may embrace the power of your blood, seeking ultimate power and dominion over your party, and perhaps one day an entire kingdom. 22 ​ 23 However you view your natural powers, you may embrace them and use them to play a myriad of thematic classes, perhaps you are an Orcish war-shaman, dominating your enemies in battle and rallying your allies, were you maybe an Elven seductress, utilizing your succubes ancestry to seduce your foes? You may have been a humble entertainer, using puppets and a pet rat to make shows on the streets. 24 Quick Build 25 You can make a tyrant quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the noble background. Third, choose the fire bolt, guidance, and resistance cantrips, along with the 1st level spells tasha's hideous laughter, and ray of sickness. Tyrant Hand outstretched and eyes focused, a young elven woman stares intensely into the eyes of her prey, with the whisper of a mere incantation her fingertips begin to fire threads of magical string, which pierce into the limbs of her foe, as this occurs she begins to articulate her fingers, forcing the Kobold into whipping towards his allies and attacking against his will. An aura of purple light bursts from the hand of a black dragonborn, he crushes the light in his hands as he targets a gnoll on the battlefield. Opening his hand, a miniature ghostly doll of the gnoll appears floating above his palm, he then begins to squeeze the neck of the gnoll's doll, looking up from his hand the dragonborn smirks at the sight of the gnoll gasping for air and clawing hopelessly at its neck. A tiefling yawns from the corner of his jail cell, after a quick glance at his nails he beckons for a guard from the other room, the guard begrudgingly walks over and in the faintest moment of eye contact, the tiefling's eyes turn hypnotic as the guard succumbs to his commands, opening the locked cell and walking in, he sits down smiling ecstatically as the tiefling locks the cell behind him and makes for his escape. Tyrants employ the forsaken magic of despotic mage kings and wicked royalty using the remnants of their own blood. Similar to sorcerers, Tyrants do not learn their powers, but are born with it from their ancestry. Depending on the origin of one's Tyrant powers, they may have access to one of multiple ancestries that grant them domain over specific aspects of their foes. Conquerers of Will What better way to win a fight, then to force your opponent into defeating themselves? Tyrants in combat prefer to stay at a distance and command their allies while destroying foes with their ancestral abilities and magic. However, when they must, they are well trained in combat and can put up a fight without their magic, evoking their natural leadership and charisma on the battlefield. Lust for Influence The blood of Tyrants is as powerful as it is corruptible, be it a good or evil being, any who dare utilize their ancestral powers share the common dream of controlling a country, leading an army, or possessing some position of power over others. This need for dominance proves a struggle for Tyrants who are good at heart, and may find themselves frustrated by their conflicting aspirations of doing whats right and doing what is needed to sate their lust. Ancestral Origins Tyrants all descend from seperate and often unconnected bloodlines, tyrants can be born from a number of powerful fiend or fey lords such as, vampires, succubi, and hags, or from the cursed blood of corrupt rulers and leaders. Perhaps an emperor who enslaved his own people, a court jester who secretly controlled his king, or a knight who puppeteered his enemies. The origins of a Tyrant are as diverse and malleable as the source of their founding power is. How anyone may become the first of a Tyrant in their bloodline is dependant on that particular case, it may be that they were a sorcerer who mutated their power, a warlock who made a pact that effects their entire bloodline, or a wizard who accidentally cursed themselves by mistake in one of their maniacal magic experiments. Creating a Tyrant When creating a Tyrant you should first consider the origin of your power and how it effects you, Tyrants are a callous class that would seem to best suit an evil playstyle, but ancestry cannot be chosen, so you may be able to develop a story of conflict where you use evil powers for doing good. Alternatively, you may embrace the power of your blood, seeking ultimate power and dominion over your party, and perhaps one day an entire kingdom. However you view your natural powers, you may embrace them and use them to play a myriad of thematic classes, perhaps you are an Orcish war-shaman, dominating your enemies in battle and rallying your allies, were you maybe an Elven seductress, utilizing your succubes ancestry to seduce your foes? You may have been a humble entertainer, using puppets and a pet rat to make shows on the streets. Quick Build You can make a tyrant quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the noble background. Third, choose the fire bolt, guidance, and resistance cantrips, along with the 1st level spells tasha's hideous laughter, and ray of sickness. The Tyrant Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th Presence Points 1st +2 Spellcasting, Tyrant Ancestry 3 2 — — — — — — — — 0 2nd +2 Tyrant Ancestry Feature 3 3 — — — — — — — — 0 3rd +2 Voice of The Tyrant 3 3 1 — — — — — — — 1 4th +2 Ability Score Improvement 4 4 1 — — — — — — — 1 5th +3 Fighting Style 4 4 2 — — — — — — — 1 6th +3 Tyrant Ancestry Feature 4 4 2 — — — — — — — 2 7th +3 ─ 4 4 3 — — — — — — — 2 8th +3 Ability Score Improvement, Tyrant Ancestry Feature 4 4 3 1 — — — — — — 2 9th +4 ─ 4 4 3 3 — — — — — — 3 10th +4 Confident Strikes 5 4 3 3 2 — — — — — 3 11th +4 ─ 5 4 3 3 2 — — — — — 3 12th +4 Ability Score Improvement 5 4 3 3 2 — — — — — 4 13th +5 ─ 5 4 3 3 3 1 — — — — 4 14th +5 ─ 5 4 3 3 3 3 — — — — 4 15th +5 ─ 5 4 3 3 3 3 2 — — — 5 16th +5 Ability Score Improvement 5 4 3 3 3 3 2 — — — 5 17th +6 Tyrant Ancestry Feature 5 4 3 3 3 3 2 — — — 5 18th +6 ─ 5 4 3 3 3 3 2 1 — — 6 19th +6 Ability Score Improvement 5 4 3 3 3 3 2 2 1 — 6 20th +6 Royal Charm 5 4 3 3 3 3 2 2 1 1 6 Class Features As a tyrant, you gain the following class features Hit Points Hit Dice: 1d6 per tyrant level Hit Points at 1st Level: 6 + your Constitution Modifier Tyrants employ the forsaken magic of despotic mage kings and wicked royalty using the remnants of their own blood. Similar to sorcerers, Tyrants do not learn their powers, but are born with it from their ancestry. Depending on the origin of one's Tyrant powers, they may have access to one of multiple ancestries that grant them domain over specific aspects of their foes. Conquerers of Will What better way to win a fight, then to force your opponent into defeating themselves? Tyrants in combat prefer to stay at a distance and command their allies while destroying foes with their ancestral abilities and magic. However, when they must, they are well trained in combat and can put up a fight without their magic, evoking their natural leadership and charisma on the battlefield. Lust for Influence The blood of Tyrants is as powerful as it is corruptible, be it a good or evil being, any who dare utilize their ancestral powers share the common dream of controlling a country, leading an army, or possessing some position of power over others. This need for dominance proves a struggle for Tyrants who are good at heart, and may find themselves frustrated by their conflicting aspirations of doing whats right and doing what is needed to sate their lust. Ancestral Origins Tyrants all descend from seperate and often unconnected bloodlines, tyrants can be born from a number of powerful fiend or fey lords such as, vampires, succubi, and hags, or from the cursed blood of corrupt rulers and leaders. Perhaps an emperor who enslaved his own people, a court jester who secretly controlled his king, or a knight who puppeteered his enemies. The origins of a Tyrant are as diverse and malleable as the source of their founding power is. How anyone may become the first of a Tyrant in their bloodline is dependant on that particular case, it may be that they were a sorcerer who mutated their power, a warlock who made a pact that effects their entire bloodline, or a wizard who accidentally cursed themselves by mistake in one of their maniacal magic experiments. Creating a Tyrant When creating a Tyrant you should first consider the origin of your power and how it effects you, Tyrants are a callous class that would seem to best suit an evil playstyle, but ancestry cannot be chosen, so you may be able to develop a story of conflict where you use evil powers for doing good. Alternatively, you may embrace the power of your blood, seeking ultimate power and dominion over your party, and perhaps one day an entire kingdom. However you view your natural powers, you may embrace them and use them to play a myriad of thematic classes, perhaps you are an Orcish war-shaman, dominating your enemies in battle and rallying your allies, were you maybe an Elven seductress, utilizing your succubes ancestry to seduce your foes? You may have been a humble entertainer, using puppets and a pet rat to make shows on the streets. Quick Build You can make a tyrant quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the noble background. Third, choose the fire bolt, guidance, and resistance cantrips, along with the 1st level spells tasha's hideous laughter, and ray of sickness.

The Tyrant Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th Presence Points 1st +2 Spellcasting, Tyrant Ancestry 3 2 — — — — — — — — 0 2nd +2 Tyrant Ancestry Feature 3 3 — — — — — — — — 0 3rd +2 Voice of The Tyrant 3 3 1 — — — — — — — 1 4th +2 Ability Score Improvement 4 4 1 — — — — — — — 1 5th +3 Fighting Style 4 4 2 — — — — — — — 1 6th +3 Tyrant Ancestry Feature 4 4 2 — — — — — — — 2 7th +3 ─ 4 4 3 — — — — — — — 2 8th +3 Ability Score Improvement, Tyrant Ancestry Feature 4 4 3 1 — — — — — — 2 9th +4 ─ 4 4 3 3 — — — — — — 3 10th +4 Confident Strikes 5 4 3 3 2 — — — — — 3 11th +4 ─ 5 4 3 3 2 — — — — — 3 12th +4 Ability Score Improvement 5 4 3 3 2 — — — — — 4 13th +5 ─ 5 4 3 3 3 1 — — — — 4 14th +5 ─ 5 4 3 3 3 3 — — — — 4 15th +5 ─ 5 4 3 3 3 3 2 — — — 5 16th +5 Ability Score Improvement 5 4 3 3 3 3 2 — — — 5 17th +6 Tyrant Ancestry Feature 5 4 3 3 3 3 2 — — — 5 18th +6 ─ 5 4 3 3 3 3 2 1 — — 6 19th +6 Ability Score Improvement 5 4 3 3 3 3 2 2 1 — 6 20th +6 Royal Charm 5 4 3 3 3 3 2 2 1 1 6 Class Features As a tyrant, you gain the following class features Hit Points Hit Dice: 1d6 per tyrant level

1d6 per tyrant level Hit Points at 1st Level: 6 + your Constitution Modifier

6 + your Constitution Modifier Hit Points at Higher Levels: 1d6 (or 3) + your Constitution Modifier per tyrant level after 1st Proficiencies Armor: Light armor, medium armor

Light armor, medium armor Weapons: Simple weapons, whips, longswords, shortswords, rapiers, scimitars

Simple weapons, whips, longswords, shortswords, rapiers, scimitars Tools: None Saving Throws: Charisma, Intelligence

Charisma, Intelligence Skills: Choose 3 from Arcana, Deception, History, Insight, Intimidation, Performance, Persuasion, Sleight of Hand, Stealth Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) leather armor or (b) hide armor

(a) one whip and one shortsword or (b) two simple melee weapons

(a) an explorer's pack or (b) a diplomat's pack

(a) a component's pouch or (b) an arcane focus Spellcasting From your studies of Tyrant magic you are able to harness the powers against your enemies, forcing them to your desire. See chapter 10 for the general rules of spellcasting and the end of this class for the tyrant spell list. Cantrips At 1st level, you know 3 cantrips of your choice from the tyrant spell list. You learn additonal tyrant cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Tyrant table.

Spells Known of 1st Level and Higher The Tyrant table shows how many spell slots you have to cast your spells of 1st level or higher, you can know a number of spells equal to the amount of spell slots you have in total. For example, if you are 3rd level you will have 3 level 1 spell slots and 1 level 2 spell slot, so you have in total 4 spells of any level so long as they can be cast with a spell slot you curently have. Each time you level up you can change one of the spells you have on this list of known spells, and you can choose any spell from the tyrant spell list so long as you have an appropriate spell slot to cast it with. Spellcasting Ability Charisma is your spellcasting ability for your tyrant spells, since your magic draws upon your influential bloodline, you use Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a tyrant spell you cast and when making an attack roll with one. Spell Save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier Spellcasting Focus You can use an arcane focus (see chapter 5, "Equipment") as a spellcasting focus for your tyrant spells. Voice of the Tyrant Starting at 3rd level, you can incite your Tyrant blood to grant you a Presence Point. Presence Points are gained every 3rd level, 1 point at 3rd, 6th, 9th, 12th, 15th, and 18th level as shown on the Tyrant Table. Presence Points are expendable any time you make a Charisma skill check of any kind, granting you advantage on that roll. Alternatively, Presence Points can be used on specified features or to cast the following spells at their base level without expending a spell slot as an action. Presence Points can be accrued through making successful Charisma checks (only up to your max amount, and not including checks where you used a point to gain advantage), or they are simply regained at the end of a long rest. Presence Spells Point Cost Required Level Spells 1 3rd Bane, Heroism, Charm Person, Command 2 6th Enthrall, Suggestion 3 9th Fear, Beacon of Hope Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If the DM allows feats, you can forgo an ability score improvement for a feat instead. Fighting Style Starting at 5th level, you adopt a particular style of fighting as your specialty. Choose one of the following options, you can't take a Fighting Style option more than once, even if you later get to choose again. Defense While wearing armor, you gain a +1 bonus to AC. Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Confident Strikes Starting at 10th level, you have become a master of your own fighting, every swing is with purpose and directed using total certainty and calculation. You can now add half your Intelligence score rounded down to all melee weapon attacks. Royal Charm Starting at 20th level, you have achieved a level of charisma unseen by any typical mortal being. Your Charisma score now increases to a maximum of 22, and all Charisma based skills you are proficient in are doubled. Tyrant Ancestries The blood of Tyrants are commonly expressed through the three domains of Control, Dominance, and Beguile. Ancestry of Control You manipulate the will of your enemy's actions, forcing their body into attacking allies, self destruction, or whatever you see fit. Sieze Control Starting at 1st level, when you have one hand free, you can use an action to take control of an enemy whose CR (or level) is equal to your Tyrant level halved and rounded down that is within 60 feet and can be seen by you, they must succeed on an Charisma saving throw equal to your spell save DC or fail, resulting in tendrils of magic string which connect from your open hand's fingertips to the enemy's limbs and allow you to use your bonus action on a turn to control their movement and actions. Once controlled by you, the target moves on your turn regardless of its initiative and makes Charisma saving throws any round that it is dealt damage to try and break free. With any suicidal action, the target immediately gets an advantage on a Charisma saving throw to resist and break free, targets who are controlled are still able to speak and feel remorse, you control their physical will, but not their mind. You can still move and use your action on your turn, but if you are attacked, you must make a concentration saving throw equal to 10 or the damage taken, whichever is higher. If not commanded, the target will be considered stunned until they escape or are given an order.

At 0 HP, the target will be freed of its control, even if only unconscious. This feature can be used up to an amount equal to your Tyrant level halved and rounded down (to a minimum of 1) per long rest. Marionette Magic Starting at 2nd level, you can channel your magic through those you have siezed physical control of with Sieze Control, allowing you to cast spells from any target with an intelligence score of 4 or higher, using your own stats for the spells cast. If the target casts spells, you can use their spells and spell slots before having to expend your own. Blood Bag Starting at 6th level, you have spent enough time controlling your enemies that you can now manipulate their own life force, splitting health between you and a target under your influence from Sieze Control you can now use your bonus action to transfer an amount of HP from you to your puppet. or from your puppet to yourself. When transfering HP, if the target is reduced to 0 they fall unconscious and the bond from Sieze Control ends. You can only transfer HP up to the recipients max HP pool. You can also transfer poison and non-magical diseases if you choose. This feature can be used once before a short or long rest. Puppet Master Starting at 8th level, you have obtained a level of mastery over your ancestral powers, when a target is under Sieze Control you can now impose total control over their will, disabling them from making a Charisma saving throw to break free on their turns. This feature can be used once before a long rest, or at the expense of 3 presence points. Enthrall Puppet Starting at 17th level, when you have a humanoid target under the influence of Sieze Control you can use your action to bind the target to a humanoid puppet of similar form, that puppet is then bound to the soul of the living target, and whoever possesses the puppet controls the thrall. If the thrall dies, the puppet will also be destroyed and deteriorate into ash and dust. You can only have one thrall at a time, and the stats for the thrall remain the same as they did before they were enthralled. Thralls are charmed by you and will not attack your allies, if attacked by an ally the thrall can make a Charisma saving throw equal to spell save DC, being freed on a success. Thralls have their own turns in combat and are not directly controlled, acting on what they think is best for their master. The thrall can also be telepathically spoken to by whispering to their puppet. The puppet has an AC of 10 and 1 HP, if destroyed, the Thrall immediately dies, and any effect imposed on the puppet is also inflicted to the thrall (for example, if the puppet is turned invisible, so is the thrall, however if the thrall for example is turned invisible, the puppet is not effected). Ancestry of Dominance You manipulate the material form of your foes to your desire; crushing, crippling, morphing, or eviscerating. Those under your influence are at the mercy of your wickedness. Dominate Form Starting at 1st level, when you have one hand free, you can use an action to dominate an enemy whose CR (or level) is equal to your Tyrant level halved and rounded down that is within 60 feet and can be seen by you, they must succeed on an Charisma saving throw equal to your spell save DC or fail, resulting in a miniature ghostly form of the target to appear in your open hand allowing you to perform a series of attacks with your bonus action. This feature can be used a number of times equal to your Tyrant level halved and rounded down (to a minimum of 1) per long rest. Blind. You jam your fingers into the dolls eyes, gouging them out of the target, dealing 1d4 bludgeoning damage and permanently blinding them, the target is then freed from Dominate Form. (When targets have more than 2 eyes, you can only blind as many eyes as you have equal to your fingers) Mind Crush. You pinch their head between your fingers, dealing 1d8 bludgeoning damage + psychic damage equal to your Intelligence modifier. Ragdoll. You clutch the ghostly doll and chuck it as far as you can wherever you want. The target is thrown that same direction and up to a distance of 5 x Your Strength/Dexterity Modifier in feet, taking impact damage equal to 1d4 per 5 feet thrown. The target is then freed from Dominate Form and is prone until it gets back up. Cut, Stab, Bludgeon. Choose a damage type, slashing, piercing, bludgeoning, you inflict this damage to anywhere on the target's body and deal damage equal to 1d6 + your Intelligence modifier. Choke. You wrap your fingers around the neck or breathing tube of the doll, for every round that the enemy cannot breathe they take an additional d8 of damage, for the first round no damage is inflicted, it then builds up by 1 starting next round. For example, by the 4th round, the target would take 3d8 damage, and by 5th, 4d8. Each round the target makes a Charisma saving throw against your spell save DC to break free from Dominate Form. Remove Limbs. (Requires 1 presence point.) Select a leg, arm, wing, or similar body part. The target must succeed on a Constitution saving throw against your spell save DC or have that limb torn from their body, dealing damage equal to 1d12 + your Charisma modifier. After a limb is removed, the target is freed from Dominate Form. Morph Form. (Requires 1 presence point.) When the target is below 5 HP, you can choose a CR 0 creature, the target must make a Constitution saving throw equal to your spell save DC or be transformed into the creature of choice for life, or until magically cured through a remove curse or similar spell. The target loses all its stats and adopts whatever the creature's stats are. This ends Dominate Form. Improvised Attacks Standard damage for an attack is 1d6 + your Intelligence modifier, anything beyond that should be restricted by a single use, or the ability for an enemy to break free. Consult your DM.

Spells of Dominance Starting at 2nd level, you gain access to the spells: Enlarge/Reduce, Hold Person, and Levitate. These spells do not count against your Tyrant spell list and only one can be cast on targets under the influence of Dominate Form, once before a short or long rest, 2 presence points can also be spent to cast an additional spell. Alter Flesh Starting at 6th level, when you make a weapon attack against an enemy you can use your bonus action to magically weaken their armor or flesh turning hide into paper, steel into brittle stone, or muscle to fat, making them vulnerable to your attack. Imposing a damage vulnerability of slashing, bludgeoning, or piercing. Damage dealt from the chosen damage type will be doubled for 10 minutes. This ability can be used once before a short or long rest. Condemn the Weak Starting at 8th level, you announce the inferiority and futility of all foes within a 30 foot radius, using an action, any enemy within this range must make a Charisma saving throw against your spell save DC or be inflicted with 4d4 psychic damage or half as much on a success, as they are each overcome with a sense of subordinance and cowardice, they are disadvantaged with attack rolls against you for the next turn. This feature can be used once before a long rest, or at the expense of 3 presence points. Detonation Starting at 17th level, you can expend 3 Presence Points to turn a target under Dominate Form into a living bomb. The target must succeed a Charisma saving throw against your spell save DC or explode in a blast of light within a radius of 30 feet, obliterating themselves and forcing all other creatures in the radius to make a Dexterity saving throw against your spell save DC or take 10d10 radiant or necrotic damage (your choice) or half as much on a success. This feature can be used once before a long rest, and grants the user 1 point of exhaustion, as this power demands an excessive amount of energy to instantly destroy a being. If the target succeeds and is not effected, the 3 presence points are still expended. Ancestry of Beguile You charm, hypnotize, and manipulate the very beliefs and ideals of your enemies. You can turn a foe into a friend, or drive someone mad out of their own mind. Evoke Emotion Starting at 1st level, you can use your silver-tongue to lead your allies or impede your foes through the manipulation of their emotions. With a bonus action, target an ally or enemy within 60 feet that can hear or see you and evoke one of the listed emotions. This feature can be used a number of times equal to your Tyrant level halved and rounded down (to a minimum of 1) per long rest, or at the cost of 1 presence point. Cowardice. You shout a series of intimidating remarks at your target, they must succeed a Charisma saving throw equal to your spell save DC or be stricken with cowardice, taking negative 1d6 to any attack roll for 1d4 rounds. Courage. You shout words of encouragement, granting the target 2d4 + your Charisma modifier of inspiration, this inspiration can be spent on any saving throw, attack roll, or ability check within the next 10 minutes. The die can be added after the d20 is rolled, but before the DM decides whether the effect is successful or not. Sadness. Suggesting a sad thought, the target must make a Charisma saving throw equal to your spell save DC or be overcome with such overwhelming grief that they fall prone and cry for 10 minutes or until attacked. Happiness. Suggesting a happy thought, the target must make a Charisma saving throw equal to your spell save DC or be overcome with irrational joy for up to 10 minutes or until attacked. Anger. You propose an idea which angers the target, if they are not a willing target, they must succeed a Charisma saving throw against your spell save DC or be totally focused on another target of choice, they can only attack this target, but when they do, they have advantage on all attacks until damaged. Lust. You plant the seed of love in a targets head, they must succeed a Charisma saving throw against your spell save DC or be charmed to another target of choice for up to 10 minutes or until attacked. Envy. You plant the seed of envy in a target's head, they must succeed a Charisma saving throw against your spell save DC or be stricken with greed for another target, turning them hostile and forcing them to attempt to steal whatever it is they envy from their target for up to 10 minutes or until attacked. Hypnotize Starting at 2nd level, using your devilish charisma, you learn to cast the spells suggestion, and sleep without expending a spell slot. As an action, you can hypnotize a non-hostile creature and force it to make a Charisma saving throw against your spell save DC or be hypnotized, while hypnotized, the spells suggestion, tasha's hideous laughter and sleep automatically function, as the target fails their saving throw by default and ignores the HP requirements of sleep. After the effects of Hypnotize end, the target will know they were hypnotized and likely turn hostile. This ability can be used once before a long rest, or at the cost of 1 presence point. Invade Thoughts Starting at 6th level, with an action, you can infiltrate the mind of your target whose CR is equal to your Tyrant level halved and rounded down that is within 60 feet, automatically being able to hear their thinking as if though you cast detect thoughts. Once in the mind of your target you can expend 1 Presence Point and begin to drive them mad through creating hallucinatory images and sourceless whispering,

the target must make a Charisma saving throw against your spell save DC, being freed from Invade Thoughts on a success or being driven with short-term madness on a failure. This ability fails on targets with an Intelligence score of 4 or less. Short-term madness lasts for 1d10 minutes and can be cured with a lesser restoration or similar spell, roll on the madness table to determine the effects of the short-term madness. Madness Table d100 Effect (lasts 1d10 minutes) 01-20 The target retreats into his or her mind and becomes Paralyzed. The effect ends if the target takes any damage. 21-30 The target becomes Incapacitated and spends the Duration screaming, laughing, or weeping. 31-40 The target becomes Frightened and must use his or her action and Movement each round to flee from the source of the fear. (You choose the source) 41-50 The target begins babbling and is incapable of normal Speech or Spellcasting. 51-60 The target must use his or her action each round to Attack the nearest creature. 61-70 The target experiences vivid hallucinations and has disadvantage on Ability Checks. 71-75 The target does whatever anyone tells him or her to do that isn’t obviously self- destructive. 76-80 The target experiences an overpowering urge to eat something strange such as dirt, slime, or offal. 81-90 The target is Stunned. 91-100 The target falls Unconscious. Profane Deciever Starting at 8th level, your deceptive abilities have become detectable only by the most perceptive of people. When making deception checks, you always have advantage (unless otherwise disadvantaged), and insight checks against you are always disadvantaged (unless otherwise advantaged). Furthermore, you gain 2 presence points for making a successful deception check. Maddening Touch Starting at 17th level, your charm and corruption have fused into a single powerful ability, you can now spend an action and 3 Presence Points to touch a humanoid target, be it with a kiss, hug, or mere poke, and force the target of a CR equal to your tyrant level halved and rounded down to make a Charisma saving throw against your spell save DC or be inflicted with a permanent madness that can only be cured by you or with a very powerful spell such as power word heal. This feature can only be used once per long rest, and if the target succeeds their save the 3 presence points are still expended. Madness Table d100 Effect 01-20 The target feels compelled to stop whatever they were doing and repeat a specific activity over and over, such as washing hands, touching things, praying, or counting coins. 21-30 The target experiences vivid hallucinations and has disadvantage on Ability Checks. 31-40 The target suffers extreme paranoia. The target has disadvantage on Wisdom and Charisma Checks. 41-50 The target regards something (usually the source of madness) with intense revulsion, as if affected by the antipathy effect of the Antipathy/Sympathy spell. 51-60 The target becomes attached to a “lucky charm,” such as a person or an object, and has disadvantage on Attack rolls, Ability Checks, and Saving Throws while more than 30 feet from it. 61-70 The target is Blinded (25%) or Deafened (75%). 71-75 The target experiences uncontrollable tremors or tics, which impose disadvantage on Attack rolls, Ability Checks, and Saving Throws that involve Strength or Dexterity. 76-80 The target suffers from partial amnesia. The character knows who he or she is and retains Racial Traits and Class Features, but doesn’t recognize other people or remember anything that happened before the madness took effect. 81-90 Whenever the target takes damage, he or she must succeed on a DC 15 Wisdom saving throw or be affected as though he or she failed a saving throw against the Confusion spell. The Confusion effect lasts for 1 minute. 91-100 The target falls unconscious. No amount of jostling or damage can wake the character.