1 Coercer Playtest Material This character class is used for playtesting and training. These game mechanics are in draft form, usable in your campaign but not perfected by any means. This class is not officially part of the game. For these reasons, it is not legal in D&D Adventurers League events. A high-elf stands in a room, diligently studying his spellbook as the footsteps draw closer. The high-elf seems to have a glowing aura around him as he prepares for the approaching terror, and a smirk grows on his face as he realizes what he can now do. He is ready to face the threat. Three angry goblins burst through the locked door, and start loading their crossbows and unsheathing their swords. After the high-elf mutters just 3 words, the goblin on the right aims his crossbow at his brother next to him, and pulls the trigger against his head. The wounded goblin immediately drops to the ground, and as the leftmost goblin is terrified in peril, he feels a shock go up his spine, as he is paralyzed, unable to move. A man slowly walks into the room behind the now dead goblins, as if nothing worries him. The elf looks at his tome, gives a slight smirk yet again, and mutters another 3 words. As the words are finished, the man starts screaming. The man then runs away in fear, leaving the high-elf alone. Masters of the mind, coercers are adept with will. Like wizards, they use magic to complete their goals. Coercers, though, focus on bending the will of others. Direct magic is often too dangerous for the coercer. Instead, they manipulate their enemies. Mind Manipulators Each coercer has a specific way. Coercers see the knowledge of the mind as the first step to completion. Some coercers are controllers, masters of controlling the enemy to do whatever they please.. Other coercers are dominators. Using their knowledge of chemicals and hormones, they cause their enemy to flee in terror or writhe in agony. All coercers are similar in their respect of knowledge. To a coercer, knowledge of the mind is the one true way to complete an objective. Coercers value wisdom and respect. This causes them to search for neverending information. A secret library might house a spellbook used to unlock the deepest fears of any foe. Coercers gather wisdom and respect through uncovering previously unknown information Thirst For More Coercers are often known to be driven to insanity by their search for more knowledge. They often believe they can unlock the secret to never-ending life, or true knowledge of everything that exists or ever will. Nearly all coercers have an apprentice, someone whom they seek to pass their finding onto once they pass. Some may bring their apprentices along with them on journeys, whereas others may find it too dangerous. They share their findings with one another in order to teach each other and learn. Those who seek to dominate their foes, subjugating an enemy’s will to their own, will find the Coercer to their liking. The Coercer serves a party best behind the front lines. They can subdue multiple opponents, send enemies fleeing in induced unbridled terror, and even seize control of minds.

2 The Coercer Level Proficiency Bonus Features Cantrips known Spells -1st 2nd 3rd 4th 1st +2 Spellcasting, Path feature 3 2 — — — 2nd +2 Chosen Book, Pressure 3 3 — — — 3rd +2 Path feature 3 4 2 — — 4th +2 Ability Score Improvement, Beyond the Face 4 4 3 — — 5th +3 Strong Mind, Chosen Book 4 4 3 2 — 6th +3 As I Say, Path feature 4 4 3 3 — 7th +3 — 4 4 3 3 1 8th +3 Ability Score Improvement 4 4 3 3 2 9th +4 Path feature 4 4 3 3 3 10th +4 Chosen Book 5 4 3 3 3 11th +4 — 5 4 3 3 3 12th +4 Ability Score Improvement 5 4 3 3 3 13th +5 — 5 4 3 3 3 14th +5 Path feature 5 4 3 3 3 15th +5 Strong Mind, Chosen Book 5 4 3 3 3 16th +5 Ability Score Improvement 5 4 3 3 3 17th +6 Path feature 5 4 3 3 3 18th +6 5 4 3 3 3 19th +6 Ability Score Improvement 5 4 3 3 3 20th +6 Unlocking Your Mind, Chosen Book 5 4 3 3 3 Creating a coercer When creating a coercer, think about why your character chose this lifestyle. Did a loved one pass? Does the character have an apprentice they must teach? Brainstorm to figure out what the end goal of your coercer is. Quick Build You can make a coercer quickly by following these suggestions. First, put your highest ability score in Intelligence, followed by Constitution or Dexterity. Second, choose the sage background. Class Features As a coercer, you gain the following class features. Hit Points Hit Dice: 1d8 per coercer level

1d8 per coercer level Hit Points at 1st Level: 8 + your Constitution modifier

8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per coercer level after 1st Proficiencies Armor: Light armor

Light armor Weapons: Simple weapons

Simple weapons Tools: None

None Saving Throws: Intelligence, Wisdom

Intelligence, Wisdom Skills: Choose two from Arcana, History, Investigation, Medicine, and Religion Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a Quarterstaff or (b) a Dagger

(a) a Component pouch or (b) an arcane focus

(a) a Scholar's Pack or (b) an Explorer's Pack

A Spellbook Spellcasting As a student of the mind, you have mastered the ability to cast spells with your mind. Cantrips At 1st level, you know three cantrips of your choice from the coercer spell list. You learn additional coercer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the coercer table. Spells Known of 1st Level and Higher You know two 1st-level spells of your choice from the coercer spell list.

3 The Spells Known column of the coercer table shows when you learn more coercer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the coercer spells you know and replace it with another spell from the coercer spell list, which also must be of a level for which you have spell slots. Spellcasting Ability Intelligence is your spellcasting ability for your coercer spells, since the power of your spells relies on your mental ability. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a coercer spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier Spellcasting Focus You can use an arcane focus as a spellcasting focus for your coercer spell. Path Coercer abilities develop in the mind differently for certain coercers. Some coercer abilities strengthen the mind to exert its power on the minds of others in the Controller path. For other coercers, the mind is a dangerous tool, used to bend the thoughts and visions of others through the Dominator path Chosen Book At 2nd level, You can now visit any spell tome shop and purchase a specialized coercer's tome. When using a coercer's tome for spells, add 1 to all rolls for coercer spells. Increase this by an additional point at levels 5, 10, 15, and 20 Pressure At 2nd level, When you cast a spell that has a duration of 1 minute or longer, you can double it's duration, to a maximum duration of 24 hours. You can do this twice per long rest. Beyond the Face Starting at 4th level, you become skilled at reading your foes. With this capability, you can call upon your gift to strike with increased accuracy. You add your Intelligence modifier (minimum 1) to an attack roll, after the roll, but before the announcement of the result. You can use this feature a number of times equal to your Intelligence modifier (minimum of 1). You regain all expended uses when you finish a long rest. Ability Score Improvement When you reach 4th, 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. Strong Mind At 5th level, coercers are well practiced in training their minds. When rolling to deal psychic damage, they can reroll a one, but must use the new number. They also resist psychic damage and gain advantage on saving throws to resist being charmed or frightened at this level. At 15th level, they can reroll any two as well.

4 As I Say At 6th level, the amount of time you've spent studying allows you to imbue a task onto another sentient being. The creature feels an urge to complete the task, and every day that they do not attempt they must make a constitution saving throw or become sickened. If a creature is sickened, it takes 3d6 damage for every day it does not attempt to complete the task. The creature can be cured by visiting a priest, or completing the task. Unlocking Your Mind At 20th level, You have studied every book you can find. Through this, you have unlocked your true potential. You feel as if you are able to learn things you could not before. Your Intelligence and Wisdom maximum possible score amount increases by 3. Coercer Paths Coercers pursue a variety of specializations. The two most common ones, Controllers and Dominators, are presented here. Controller A controller is a master of manipulating the mind. Controllers are able to take control of the enemy and force them to do their bidding. Their are several drawbacks to this field, but Controllers believe that the benefits far outweigh the detriments that come with controlling the mind. Smartest Guy In The Room You are pretty cocky, as you should be. You know more than everyone that surrounds you. You've spent your whole life trying to be the smartest guy in the room, and you've finally made it. At 1st level, your Charisma score increases by 1. At 9th level, it increases by another point. Concentrated Willpower At 3rd level, you learn how to manipulate an enemy to serve you. For an enemy to successfully resist the manipulation, they must beat a Wisdom saving throw of 15 Upon resisting the manipulation, they will immediately become confused and enraged towards the coercer. If an enemy is unable to beat the saving throw, then you now have control of their mind. I Know. As an action, you can roll attempt to delve deep into the controlled victim's mind to learn something they know. In order to successfully learn, you must beat a Wisdom saving throw of 15. If failed, you take 1d6 psychic damage. This damage increases by 1d6 for every 20 health points the target has: 1-20(1d6), 21-40(2d6), 41-60(3d6), etc. Time Is A Social Contrust. To determine the amount of time the target is subdued for, you must do 1d10 divided by the enemies level for the total number of hours under control. If a subdued creature is attacked by any members of the party, it immediately unleashes itself against the party, while gaining twice it's normal health and attack. Once the control length of the creature runs out, it gains 1.5 times it's normal health and attack before becoming confused and attacking the nearest creature. Melted Mind. Once a creature comes out of their manipulation, they will never be the same again. This can range from forgetting how to do long division, or losing all motor function. Roll a d20 for the severity of the brain damage they suffer.

5 I Know What I'm Doing. You have spent your whole life dealing with the minds of other's, so you must know your own pretty well. As a result of this, at 6th level, you cannot be charmed or frightened by any enemies. You're My Buddy, Pal. You learn to love the creatures you control. You would do anything for them, well, except put yourself in harm's way. But you still want them to succeed, right? At 14th level, you can add 1d6 to all rolls your targeted creature uses. You must be able to talk to the creature to add this bonus. You Need A Friend. You don't want the poor little guy to be lonely, do you? He needs someone to keep him company. Ooh! A friend! That would work! But that's also twice the willpower. Oh well. Worth it. At 17th level, you can now control two creatures at the same time, but suffer from disadvantage on all intelligence and wisdom rolls you must make due to the strain this puts on your mind. Dominator A dominator tends to lean more towards inflicting the damage on the enemy themselves, through destroying the enemy's mind. Age of Bond You're experienced with the tough stuff. The good stuff. You've had your time on the recieving end, and now it's your turn to dish it out. At 1st level, you gain proficiency in medium armor, shields, and martial weapons Make You Gag At 3rd level, You can completely silence a target. Roll 1d4 for minutes the target is silenced. While this is in place, any noise the target attempts to make is complete negated. This includes but is not limited to, pounding on doors, talking, and footsteps. When this is over, every noise that the target tried to make comes out in the span of 3 seconds. At 9th level, the length for silence turns into 1d8 minutes. End Of My Chain At 6th level, you can make an enemy believe it is leashed on a chain. If the target passes against a Wisdom saving throw of 15, the target sees past the illusion. Roll a d4 to determine how many minutes the target is on the leash. Once the target is on the leash, you are able to pull them closer to you, or send an electric volt along the leash for 1d12 damage. Once the volt is sent, the leash disappears. If the target breaks free of the leash on it's own will, it believes that you are an enemy, and will immediately target you to attack. If the leash is let go by you voluntary, then the target develops Stockholm Syndrome and believes that you are it's savior for letting it free. You now have advantage on all Charisma rolls towards the target. Word of Safety, or Lack Of At 14th level, you can choose a single word to be your saving grace. Once this word is chosen, it cannot be changed. If you voice the word in defense, the next enemy to attack you has disadvantage on their attack roll. If you voice the word in offense, then you have advantage against the next enemy you attack on your attack roll, and an additional 1d6 to any damage rolls. Tie It All Together At 17th level, you can summon a wispy copy of yourself to fight by your side. Any time you attempt to attack an enemy with a 1st level spell, the copy will cast an additional copy of the spell at the enemy. The copy can be destroyed by suffering 8 damage.