Pain-Numbing Verse
When you join the School of Hypnotism at 3rd Level, you hypnotize your allies to allow them to ignore pain.
When an ally is hit with a damaging attack, you can expend one use of your Skaldic Verse die to give 2d6 Temporary Hit Points to the target of the attack.
The temporary hit points increase when you reach certain levels in this class, increasing to 3d6 at 5th Level, 5d6 at 10th level, and 8d6 at 15th level.
Hypnotic Words
At 3rd Level, you learn to infuse your words with a hypnotic rythm that can alter and manipulate the minds of those that hear you. If you speak to a Humanoid alone for at least 1 minute, you can attempt to hypnotize them. At the end of the conversation, the target must succeed on a Wisdom saving throw against your spirit (spell) save DC or be Charmed by you or another creature of your choice. The target is Charmed in this way for 1 hour, until it is attacked or damaged, threatened in any way, or until it witnesses its allies being attacked or damaged.
If the target succeeds on its saving throw, the target has no hint that you tried to charm it.
Once you use this feature, you can’t use it again until you finish a short or Long Rest.
Collar of Command
At 6th level, you gain the ability to better control others using hypnosis. As a Bonus Action, you cast Command, without expending a spirit power slot, and you gain an authoritative aura for 1 minute or until your Concentration ends (as if you were concentrating on a spell). During this time, you can cast Command as a Bonus Action on each of your turns, without expending a spirit power slot.
Any creature Charmed by you automatically fails its saving throw against the Command you cast with this feature.
Once you use this feature, you can’t use it again until you finish a Long Rest.
Complete Hypnosis
At 14th level, you gain the ability to completely hypnotize others with your words and tap into a creature’s psyche.
As an action, you hypnotically Whisper a phrase that only one creature of your choice within 30 feet of you can hear. The target must make a Wisdom saving throw against your spell save DC. It automatically succeeds if it doesn’t share a language with you or if it can’t hear you. On a successful saving throw, your Whisper Sounds like unintelligible mumbling and has no Effect.
On a failed saving throw, the target is Charmed by you for the next 8 hours or until you or your allies Attack it, damage it, or force it to make a saving throw. It is hypnotized and will listen to anything you say with an open mind.
The Charmed creature obeys your commands as if you were a close friend. It won’t risk its life for you or fight for you, unless it was already inclined to do so. It grants you favors and gifts it would offer to a close friend.
When the Effect ends, the creature has no understanding of what happened during its trance and will remember it all as a foggy dream.
Once you use this feature, you can’t use it again until you finish a Long Rest.