Enchanted Origin

Some being of great power over the minds of mortals bestowed you with a portion of it's charm. Perhaps they seduced one of your ancestors, and it's power has awoken in your veins. Or perhaps it granted it's gift when you were but a child. Whether it was a sinister vampire, a cunning fiend, or a mysterious fey, the result is the same. You have an innate magical ability to influence the minds of others, to whatever end you seek.

Quirks

Most Enchanted take on particular quirks, either physical or mental, that betray their heritage or gift. If you wish, you can roll 1d6 on the table below to gain a quirk.

d6 Quirk 1 Your pupils are slit, like those of a cat or snake. 2 You greatly enjoy toying with the emotions of others. 3 Small horns or antlers sprout from your head. 4 You fervently believe something is out to get you. 5 You can't help but play pranks on those around you. 6 A greed for extravagance fills your heart.





Cunning

Starting when you choose this Origin at 1st level, you can engage a creature in conversation to lower it's defences against your charms. If you speak to a non hostile creature in a language it understands for 10 minutes, it must make a Charisma saving throw against your Spell DC. If it fails, it has disadvantage on it's next saving throw against any spell you cast that would charm or frighten it. This effect ends after 24 hours. You regain the use of this ability after a short rest.





Additionally at 1st level, you gain the minor illusion cantrip. This does not count towards your limit of known cantrips. Also, the list of spells you may learn from is expanded with the following.

Spell Level Spell 1st cause fear 2nd calm emotions 3rd bestow curse 4th compulsion





Innate Resistance

At 6th level, you have become familiar enough with your abilities that you have learned to protect yourself from similar powers. You have advantage on saving throws against any magical charm and sleep effects, and you can spend 2 sorcery point to gain immunity to these effects for 1 minute.





Manipulator

At 14th level, you are able to enter and directly influence the minds of others. You know the Detect Thoughts spell and can cast it once per long rest. This spell does not count against your spells known. If you successfully probe deeper as per the spell, you can spend 4 sorcery points to implant an instruction in the target's mind, as per the suggestion spell. The target automatically fails its saving throw against the suggestion.





Enchanter's Visage

At 18th Level, your power is so great that you can transform into an intense figure of beauty or menace. Choose one of the following.



Visage of Majesty

For the duration, you can cast charm person as a bonus action on each of your turns, without using a spell slot.

Visage of Tyranny

For the duration, you can cast cause fear as a bonus action on each of your turns, without using a spell slot.



This effect lasts for 5 minutes, and any creature charmed or frightened by you automatically fails its saving throw against the spell. You can affect a number of creatures in this way equal to 2 plus your Charisma modifier.

Once you use this feature, you can’t use it again until you finish a long rest.